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FEATURES

Best and Worst Games of 1999

[Intro]
[Turn-based] [Wargame] [Real Time Strategy] [Expansion] [Multiplayer]
[Storyline] [Audio] [Surprising] [Disappointing] [Innovative] [Graphics]

Best Storyline:
 
Alpha Centauri

We've already commended SMAC as our 1999 "Best Turn-Based" game, and once again it takes top honors as our selection for "1999 Best Storyline". It's pretty typical that a strategy game's storyline is a simple vehicle to deliver the player mentally to the battlefield (or whatever) that is being simulated. The copy authors do a fine job with what they're given (hey - I've written some of them myself!) but the design process typically makes the storyline little more than backfill to bridge the gap between the player and the 'neat idea our designers thought up!'.

Contrary to this trend is Sid Meier's Alpha Centauri. Revealed to us in teaser story installments before actual release, we could see already that the game seemingly developed from the story, not the other way 'round. Even the basis for the design of the game was plot-driven: the game picked up where the previous game left off. What happens next?

It's a good question, and the careful design of SMAC makes the development of the story continue throughout the game. What are the ruins? What is going on here? Sure, there's "game" a-plenty here; it's not a linear stroll down a plotline path. But for the depth of backstory, the design based on the needs thereof, and the seamless extrapolation of that story into an excellent and intriguing game - it's a no-brainer to give SMAC our 1999 Best Storyline award.

Read the review

Runner-up: Homeworld


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