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PREVIEWS
Sid Meier's
Alpha Centauri
DEVELOPER : Firaxis
PUBLISHER : EA
RELEASE DATE : Feb. 1999
I remember the day that I heard that Sid Meier AND Brian
Reynolds had departed Microprose. A faint voice in my mind cried "Iceberg, dead
ahead!" What was going to happen? Was the "Civilization" empire
dead? Where were they going?
Well, they left to start an aggressive software firm named
Firaxis, and with their first release (Sid Meier's Gettysburg) they served notice
to the strategic gaming community that they were still around. The second release from
Firaxis, Alpha Centauri, will prove that Gettysburg was no fluke. These
guys are here to stay!
Alpha Centauri ostensibly
takes up where CivilizationII left off. Victory in Civ2 was
when one civilization completed the construction of the first interstellar spacecraft.
This game advances that storyline to the arrival of the ship at (what else) Alpha
Centauri. The obligatory "reactor explosion" en route severed communication
with Earth, and the strongest leaders of the pioneers quickly formed philosopho-cultural
"factions". The player is to lead one of these factions to dominance in the race
to colonize the planet, and ultimately to the next stage in human evolution.
These 7 factions replace the Civ "races" and each have specific advantages
and disadvantages that color the player's whole experience of colonization of the planet.
Each are modern worldview archetypes, such as the Spartans (militaristic), the Morganites
(capitalists) and the Believers (religious).
The deep differences between these factions and
their influence on the player's decisions suggest that AC will have a lot of
replayability. There is no doubt that the Spartans, who receive a free morale upgrade to
their units, will benefit from early and persistent military expansion. The Peacekeepers
(the faction representing the United Nations) will have a decided advantage in diplomacy
with a 2x multiplier in their council votes. The Gaians are the first to learn how to use
the planets indigenes to their advantage. Each of these factions will require a
completely different approach from the player.
The interfaction diplomacy is again, basically like Civ. The graphics are
prettier, and there seem to be some more choices, but AC adheres pretty much to the
genre-standard Civ/Civ2/MoO/MoO2 "talking
head" implementation. Multiplayer promises to be more interesting however, thanks to
the faction differences.
At the most basic level, AC
is an evolution of the Civ engine. They have added the third dimension to the
terrain, dynamic terrain, and the ability to customize units (to name only a few features)
but if you are a Civ player when your first base pops out a colonizing unit your
head says "settler". But this works as it gives the player some sense of
familiarity in the early stages of the game, before pushing further into the tremendous
array of technology, philosophy, and xenology that await him in the mid- to later-game.
It's difficult writing this preview. This game
is so deep that even a few playings gave me the sense that I was only scratching the
surface. The player is forced to play several themes at once: the routine
explore/build/conquer theme that is the standard for strategic games; the diplomatic theme
(also standard); and a novel battle against the planet itself. Not to reveal too much, the
planet itself is an actor in the events which take place on AC, rather than being
a passive backdrop to the human action. Theres no bug-eyed-monsters here, but rather
something much more subtle going on.
Of course there was no network game available during this preview, but this facet of
the game suggests an encouraging level of player cooperation may be required to deal with
the planetary issues.
As I explained to a friend the other day, every aspect of AC is almost a game
in itself and enjoyable on different levels. The unit design system is a pleasure
you are never restricted to "canned" unit types. If youve invented a
technology, you can implement it into any vehicle or unit. This is a dynamic process: as
you add features to a unit, that unit changes in behavior, name, and even the
representative icon.
The tech trees are both in broad in
scope and intricate and detailed in effect. As the design notes suggest, it is a much
harder task to invent a future, than to categorize the past. Everyone knows
what The Wheel or Ironworking is, but few will immediately recognize Polymorphic Software.
Yet the Firaxis team has woven a credible web of technologies and philosophies, changes in
hardware, software, and wetware to allow the player a free rein in developing
their Utopia. None postulate an inconceivable technical advance, nor make
politically correct assumptions about what the future "should" be.
Similarly, the Civ2 paradigm of "inventing" a government type is
gone. In AC as you develop different Social Engineering skills, you can
manipulate your societys production, economy, and core philosophies as needed (for a
price of course). For example, building a free market economy of course increases your
income, but similarly increases disaffection for a large standing military.
Its no doubt that with a game of this
complexity and breadth, there would be a serious problem with information flow. Yet, AC
manages this with an interface design of elegant simplicity. Tutorials and popups abound,
reducing the number of needless mouse clicks. The menus and buttons are logically
arranged, and shortcuts are usually available where needed. As with Civ2,
everything in the game is customizable from the rules to the text blurbs to the tech
trees. Given the intellectual fecundity of the players of Civ2, we can no doubt
expect a large number of scenarios, spinoffs, and modifications of AC as well.
One other element really stands out as a
serious improvement over Civ2, and that is the helper AI. In AC, your
base governors can be given general directions and this is a huge improvement over the
rudimentary AI in Civ's "auto" command. Similarly, the pathfinding is
much improved over Civ2, making unit management much less of a chore.
In the span of this preview, I have only been able to find a couple niggling issues:
first, unit upgrades should only be allowed at friendly bases and to full strength units.
Second, the major projects (the AC equivalent of Civ2 Wonders) would be
more interesting if the effects were different for different factions. For example, the
designing of the Virtual World project might allow the Gaians to develop simulations
allowing better control of native lifeforms, while perhaps allowing the Spartans to
develop better military tactics. But, the intoxicating level of detail and scope of the
game dwarfs these points.
In sum, Alpha Centauri is another
great product from the mind of Brian Reynolds. In reviewing the newsgroup postings about AC,
it seems some die-hard Civilization 2 fans are disappointed. That may be
in AC you will not have the opportunity to tromple anyone with elephants.
Its a New World, with new techs, new units, and new challenges. Some have also
compared it to Outpost, and in a sense this is correct. However, AC
takes what Outpost *should* have been, marries it successfully to the gameplay
that made Civ and Civ2 famous, and ends up a complete winner. Look for Sid
Meiers Alpha Centauri to dominate newsgroups for a long, long time.