Firaxis has almost created a role-playing game

Oct 24, 2014 14:38 GMT  ·  By

Civilization: Beyond Earth might be the first turn-based strategy title that behaves sort of like a role-playing experience before the game actually gets to issue one order to a unit, with a screen where basically a character is shaped from a variety of options.

Traditionally, players only chose a faction, with a clear set of traits and one unique unit and building, but now the eight offered civilizations have little personality initially.

Firaxis wants gamers to use the next few screens, which ask them to choose which ship they will use, the cargo loadout and the initial jobs of the colonists, to add further personality and to lay the foundations of a play style.

The first time I fired the new Civilization, I went with the Pan-Asian faction, which gets a bonus to its workers and production, and I chose to get an extra terraformer on planetfall, with a bonus to productivity thrown in and info on resources that the planet has.

Different combinations are offered in order to give almost any player a chance to make sure that his own approach is empowered in some way.

Siege worms and alien nests

Once these choices are made, gamers should get ready for at least 100 turns during which the planet on which they are landing will probably be their most important enemy.

The AI-controlled factions often land off far away and they tend to also get into trouble with the native life, which means that for a long time humanity is in serious danger.

Siege worms should really not be approached in any way until a powerful laser satellite becomes available, but even wolf beetles can be a problem for marines and other early game units.

At the same time, there are plenty of resources and artifacts on the map, which cannot be reached without passing some aliens and can deliver a solid boost to any faction.

Civilization: Beyond Earth encourages gamers to think about the risk – reward balance and choose whether they want to put their limited initial resources in danger.

The first 100 turns also have a higher than normal density of small decisions, which some gamers might find tiring and inconsequential, but I liked how they made my faction feel unique, while they also shaped by play style.

The early game ends when the first big Affinity allegiance move is made and gamers can start thinking seriously about how they want to end their match.

This is the full Softpedia review for Civilization: Beyond Earth.