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Requirements: Pen. 133MHz, 16 MB of RAM
Recommend: Pen. 166MHz, 32 MB of RAM
Im sorry. Thats right, Im apologizing up
front. There are many people who will find Sid Meiers Alpha Centauri (SMAC)
to be the next masterpiece from the now legendary founder of Firaxis Games. I am just not
one of them. Before you condemn me for blasphemy, let me tell you why.
For those of you who have never heard of Sid Meier or of his stable of high quality games, let me clue you in. They
include some of the most addictive, turn-based, empire building games ever created that
have a high replay value. His crowning achievement thus far had been Sid Meier'sCivilizationII. In that game, you were to take a tribe of savages from the stone-age to the
space age. Theyre were two ways to win the game. The first was by totally
annihilating your opponents. The second and most rewarding was to be the first to send a
manned spacecraft to the distant star system of AlphaCentauri.
SMAC, a true sequel to CivilizationII,
picks up where that game ends. The spacecraft experiences a malfunction, awakening the
population within. In the ensuing chaos, they become divided into seven distinct
ideologies. They decide to separate the ship before impact with the planet so that they
may attempt to live apart with their differences.
So there you are. Your ship has (crash) landed. Your people
have used what materials there was to build your first city. From here, the gameplay is
similar to Civ. You construct units to fend off your base from roving
barbarians uh, I mean mindworms. You create settlers, no I mean Colony Pods to
explore and set up new cities. You have your scientists research new technologies to
advance your civilization along. Eventually you bump into the other factions. You may wage
war of course, or seek out a more peaceful means of dealing with them.
But as you can tell, youre really not doing anything
different here than if you were playing Civ. And how is that a drawback? Because
no matter how much you slept through school, in Civ you instantly recognize and
understand the world. You know the technologies and which are vital. You are familiar with
the units, monuments and buildings, which helps suck you into the game world, as if you
truly were building a civilization from humankinds rich background.
SMAC on the otherhand makes no bones about it;
this is an alien world. One that
at times is so alien as to alienate the player. Its tough to figure out the true
importance of the technologies available when you dont have a strong grasp of what
they mean. I mean before we had mathematics and the alphabet, but now we have Ethical
Calculus and Retroviral Engineering. We had buildings that included the Sports Complex and
Library, but now we have Network Nodes and the Genejack Factory. Theyve changed the
name of the spy unit (an easily grasped name) to the probe team (I at first thought they
were some sort of scientific research unit). To add to the confusion is the terrain. It
has become simplified and alien; being comprised mostly of squares that are composed of
Rainfall (three different colored squares here, most of them reddish-brown), Rockiness or
Elevation. Forests can be had; theyre just rare. But proliferating on the planet
surface is fungus, a terrain that hampers movement and provides no real worth to the
colonists. For the most part, grasslands, swamps, desert regions (not counting the Great
Dunes that is considered a landmark you may never see in a game) and other terrain
features common to Earth are gone. I feel you need to care about the game world in order
to care about the game. The gameplay is great, but the world does not hold my interest.
Im just not intrigued by the native flora and fauna. Perhaps it will grow on me (no
pun intended)?
For all that, SMAC is a high quality game all in its own
right. The ability to customize units by picking its weapons, armor and other components
is a lot of fun. The AI is not easily outwitted with a stronger diplomacy model than in
other empire building games. In addition, each faction has there own inherent
bonus/penalties, making each unique. There are several ways to win including a
diplomatic and economic victory (but as in Civ reaching Alpha Centauri was the most
desirable win, in SMAC it is achieving Transcendence). Also included are scenario and map
edit options.
The graphics are a step up, nothing fantastic. The music is
adequate. A nice touch includes voiceovers from the various faction leaders when new
technologies are discovered. The interface, designed by Brian Reynolds, is easy to pick up
with help menus a right click away. The multiplayer option is great. The best way to
play is by getting together a few hours a week and playing at once. Than, in-between
gaming sessions, you can PBEM (play by email) the same game.
But as repeated playings will show, there is definitely
something missing. SMAC is not easily customizable with Mods in the way that Civ
was. The alien world will create a love it or hate it response. The game world is not as
easily accessible in the way that Civ was. There will be people who love this
game and those that could care less. But in the end I think we can all agree that, however
more advanced SMAC is, it will not remain on our hard drives as long as Civ. To
truly enjoy SMAC, you have to take it on its own merits, which is tough to
do when it is the true sequel to such a classic game. For those who have never played this
classic series, CivilizationII would be more appealing. SMAC
is designed for the more advanced gamer who has been playing Civ for years.
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