Total War: Warhammer

In 2015 Creative Assembly celebrated the 15th anniversary of the Total War series of turn-based/tactical strategy games.  A few days later it officially announced the upcoming release of its latest Total War title, Total War: Warhammer.  For the past few years Creative Assembly and its current publisher Sega had been teasing the development of a Warhammer title in partnership with Games Workshop, the producers of the Warhammer Fantasy tabletop battle game.  Finally fans were formally introduced to one of the most ambitious strategy projects of the decade and the first Total War game to not take place in a historical setting.
Total War: Warhammer is rooted in the revised Total War formula that had been fully developed in Total War: Rome II and its Total War: Attila standalone expansion.  Regions of the game’s world map are divided into provinces, which are further divided into two to four territories each containing a single settlement with one of these settlements serving as the provincial capital.  The settlements generate income, provide build slots for the construction of economic and military buildings, and list provincial statistics for growth and public order.  Armies are led by a general unit, termed “Lords” in Warhammer, and each have a distance they can move each turn and various stances they can enter to generate effects on the strategic world map or the tactical battle map.
Other mechanics also remain in their traditional forms, such as the interaction of agents, now called “Heroes”, with armies, provinces, and other agents.  Heroes retain the ability to be embedded into an army to provide a passive buff and to gain experience over time.  Settlements include a garrison of troops that don’t count towards army upkeep and cannot be ordered away from the settlement’s control zone.  Certain terrain types hinder movement or cause attrition damage to armies moving through them.
Beyond these is where Warhammer’s unique nature and radical development noticeably change and improve the established Total War formulas.  Warhammer features four playable factions which can be expanded to seven plus six minor factions with free and paid DLC.  Each of these factions feature new racial mechanics as well as completely distinct unit and building rosters.  The Dwarven faction can only settle in special settlements called “holds” and are notable for having no cavalry units but some of the strongest heavy infantry.  Alternatively the Wood Elves can settle in any province on the map, but only construct outpost style settlements with a single build slot; elven units are also light and quick with the Wood Elf faction possessing more archer units than any other faction.
Faction armies also benefit from unique mechanics and traits.  The Chaos Warriors, as a horde faction, have no permanent base and must conserve some of their movement each turn in order to encamp and construct horde buildings, but as a result can simply run away to avoid danger to their faction.  By contrast the Vampire Counts’ undead armies decay when outside specifically designated undead territory unless the level of vampiric corruption is high enough in the province they are invading, but at the same time areas of high corruption provide increased healing for undead units and cause attrition damage to armies of living units.
How all these unique factions mesh together and balance out is one of the primary design triumphs of Warhammer.  Players are no longer promised the balance set of units and counter units from previous Total War titles; now faction compatibility depends on the player’s ability to utilize a faction’s existing units properly.  An army designed to deal with monsters and heavy infantry will struggle against opponents fielding artillery and quick ranged units, yet each faction possesses the units and strategies to deal with both.
The units in each army are one of the two primary components of flavor, the other being faction mechanics, that enriches overall gameplay and are also one of the reasons Warhammer has a strong custom battle and multiplayer scene even within the Total War series.  In previous titles it was not uncommon for a majority of factions to possess slightly altered unit rosters from a single template.  In Warhammer the differences are so distinct that some preferred strategies from previous games aren’t even possible now.
Hero units are also a noticeable change, and improvement, from previous agent systems.  When embedded in an army, heroes actually become powerful units with their own special abilities and combat statistics.  They still provide passive benefits to the army they are embedded in but their true strength is revealed on the tactical battle map.  Embedded heroes take up one of the twenty slots available for army composition, but the loss is rarely felt as only the lord units possesses more raw power and potential in combat.
Heroes, and lords, are also the medium for a completely new mechanic in Total War: magic.  Heroes and lords with the spellcaster trait can learn magic spells as they level up.  These spells are utilized in tactical combat and use a power reserve system dependent on the Winds of Magic mechanic, a constantly shifting pattern of strong and weak power reserves that covers the strategic map and changes the amount of power reserve available for tactical battles in the different regions.  The magic system in Warhammer is another great design triumph as the new mechanic is woven seamlessly into the game.  Spells are intuitive, easy to manage, and for the most part powerful enough to warrant their continual use but not so powerful as to break game balance.  Each faction also possesses its own variations of spellcaster heroes and lords.  The spells available to these units are determined by the magic lore of that unit and not all lores are available to each faction.  Except for certain legendary characters, each spellcaster has only one lore.
Legendary lords take the mechanics of lords and heroes even further.  These units are similar to generic lords of their respective faction, but feature unique appearances, voice acting, unique unit upgrades, and even unique mounts for tactical battles.  Legendary lords can not be permanently killed, if they fall in battle they remain wounded for several turns then become available for recruitment once again.  These special lords can be used in custom battles, but it’s in the grand campaign where their power and potential truly shine.
When choosing a faction for the campaign the player also chooses which legendary lord they would like to be the faction leader.  Each of these lords brings its own command bonus and set of starting units.  The other legendary lords are made available for recruitment when the player completes specific tasks like constructing special buildings or conquering certain cities.  Throughout the campaign players are given objectives from a quest chain tied to a unique item for each legendary lord they control.  These quests are optional and if completed allow the player to fight a special quest battle against pre-determined enemies using only the relevant legendary lord’s army.  If the player is victorious, that lord gets the corresponding unique item permanently.
Many more subtle yet flavorful improvements populate the grand campaign and custom battle experience.  The grand campaign itself can occupy many hours of gameplay per faction and with up to seven distinct experiences it makes Warhammer’s replay value one of the highest for Total War games of the decade.  Even players dissatisfied with a faction’s campaign style can still enjoy its army roster in custom battles.
Multiplayer continues the Total War conventions of competitive custom battles and a co-operative grand campaign, both of which are stable and viable even on lower internet connections.  The unique factions break up the metagame to a greater degree than any previous title.  A competitive grand campaign between two players was also introduced, differing from coop in that the players are not linked by an unbreakable military alliance and do not share objectives.  The players can still ally over the course of the campaign but need not even encounter each other if their faction objectives don’t call for it.  This is a strength in that it gives players a great degree of freedom to interact with the AI and each other, but also a weakness in that the potential lack of interaction takes most of the enjoyment of the multiplayer experience away from overall gameplay.
Total War: Warhammer, is truly the crowning achievement for the Total War franchise and perhaps the greatest title of the series since Rome: Total War.  It demands the most stringent graphics requirements of any Total War game, but is perfectly enjoyable on lower graphic settings and playable without error on systems that meet the minimum requirements.  The game over-relies on DLC content and Creative Assembly rightly took a lot of heat from the gaming community for its overuse of the sales gimmick, yet with the DLC Warhammer becomes a masterful work of game design that can be enjoyed by gamers of any level including those who have never picked up a Total War title before.  The gaming community deserved a cross-title compilation like this for decades and now that its finally here it’s a must for any strategy gamer.
 


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Dear Mindy: GOG Galaxy

With the advent of digital distribution in the gaming industry a number of companies have supplied digital distribution platforms for gaming products.  GOG Galaxy is one of the more recent additions to this developing market and, unlike the other platforms which grew out of a gaming company seeking a way to more efficiently provide their products to consumers, GOG Galaxy springs from a dedicated retail company that specialized in releasing digital gaming content.
GOG, or Good Old Games as it was first called, was launched in 2008 with the goal of providing digital, updated copies of old games without any digital rights management schemes.  Since then GOG has expanded to become one of the primary parties in the digital distribution market.  Consumers create a user profile on gog.com for free.  The profile allows them to setup payment information and provides a library where their gaming purchases are stored and can be downloaded to any computer the consumer desires.
GOG Galaxy continues this service as a fully fledged personalized distribution platform.  Customers can browse games, edit their profile settings, and link their library to the computer that Galaxy is installed on.  Galaxy is an optional add-on for subscribers and is not required to access the GOG website or the subscriber’s game library.  The platform is currently available for Microsoft Windows and macOS with a Linux compatible version currently in development.
Once downloaded and installed Galaxy will automatically be linked to the user’s profile and game library after the user has signed into Galaxy with their GOG profile.  The interface is fairly simple in terms of tabs and menu options and it uses drop-down buttons liberally.  The game library and the GOG store feature prominently and include a search function for quick access to any game title.
Users can utilize Galaxy to install newly purchased games and games already listed in the user’s library.  To interface with the computer Galaxy must run a synchronization check on all game files in the registry, including games that have already been downloaded directly from GOG’s website.  This is also the method Galaxy uses to recognize Steam games for its crossover feature, an option that allows owners of game titles on Steam to add the game to their GOG library for free.
Galaxy is very simple and easy to utilize; these aspects are both a benefit and a hindrance to its functionality.  It serves GOG’s primary intent to link GOG users and provide store and library access.  However as a networking platform its does little beyond allowing GOG users to establish a Friend connection and connect for multiplayer purposes.  Galaxy has nothing in the way of community forums or producer update pages.
It is important to take this fact with a grain of salt as GOG is first and foremost an online store.  Unlike Steam and Battle.net, which aim to not only provide games but to facilitate the utilization and networking of those games, GOG is a provider of existing gaming titles and its primary business is to sell items.  In this matter Galaxy serves its purpose admirably, providing quick and easy access to GOG’s listings and allowing for easy purchase and rapid acquisition of gaming titles.
One thing to note is Galaxy’s download functionality.  Galaxy is evidently able to access servers with greater ease than Steam and boasts a much faster download ratio with the user’s connection.  However Galaxy offers very few options for active downloads, for example downloads cannot be paused or queued, only started or aborted, and users will need to manage their activity on Galaxy to avoid interference with other online programs.
As an extension of GOG’s site, GOG Galaxy performs admirably and its very easy to access and utilize its core functions.  At this point there is little beyond its storage and retail purposes that Galaxy can adequately perform.  Granted, GOG may not need or want Galaxy to be anything more than a personalized store interface and that’s not unreasonable for them.  Yet Galaxy is not needed for gamers to access and enjoy the good old games of the past; and if GOG expects it to enter the realm of dedicated game distribution and networking platforms then it has a long way to go.


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Orcas Online Private Minecraft Server

Attention San Juan Gamers!
Orcas Online is setting up a Minecraft server that any Orcas Online customer can access.  The server is currently set to survival-mode and is open to anyone on the Orcas Online network.  This project is an attempt to create a digital environment that local gamers can enjoy and socialize on.  Bring your friends, build and explore, and find other gamers in the San Juan Islands!
At this time we do not have any plans for a sandbox mode server; but check back for updates on that subject in the future.
Contact Orcas Online for information on how to create a profile and access the server or with questions about the setup.
email: info@orcasonline.com
office phone: 376-4124


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Star Wars: Galactic Battlegrounds Saga

Star Wars: Galactic Battlegrounds Saga is a real-time strategy game derived from the blending of the Star Wars hype produced by the prequel trilogy, and the golden age of real-time strategy games.  The RTS game Age of Empires II was released in that sweet spot of game development at the turn of the millennium when creative development had caught up to and in some cases outpaced graphic design.  Games in this period were a perfect blend of simple user-interface and complex tactical mechanics that made micromanagement fun but easy to grasp.  It’s no surprise that Age of Empires II, and games like it, manage to stand the test of time and continue to benefit from a dedicated fan base.  Star Wars: Galactic Battlegrounds is a prime example of this legacy.
Star Wars: Galactic Battlegrounds, released by Ensemble Studios and Lucas Arts in 2001, and its expansion pack the Clone Campaigns, released in 2002 and followed by the Saga boxed set, takes all of its design cues from Age of Empires II and its Genie graphics engine.  Players familiar with the medieval strategy game will recognize most of Galactic Battlegrounds’ conventions and mechanics.  Worker units construct civilian and military buildings and gather the game’s four resources: food, carbon, nova crystals, and ore.  Buildings produce military units of their respective types or conduct research upgrading unit combat abilities, building defense, and resource extraction speed and efficiency.
Ground units are divided into three broad groups: infantry, mechs, and heavy weapons.  Infantry units, which consist of basic infantry and specialized units for combating buildings, aircraft, and mechs, form the workhorses for most of battles as they are cheap, easy to acquire and upgrade, and most factions get the technologies to upgrade them fully.  These are the grunts from Star Wars; the battle droids, stormtroopers, and Naboo security forces.
Mechs are the quintessential armored and/or walker units of the Star Wars universe; AT-ATs, Trade Federation droid tanks, Gungan beasts, and the like serve as the armor and cavalry of the various factions.  Mechs come in three designs capable of effectively combating infantry, other mechs, or most units respectively.  The heavy Assault Mechs can also carry infantry and in some cases have a long enough range to destroy fortifications with impunity.  Heavy Weapons fill the Age of Empires niche of siege weapons and include Assault Cannons, the battering ram-like Pummels, anti-air units, and siege cannons which can out-range any defensive structure.
Air units are also included in the form of multi-purpose fighter units which get bonuses for attacking other aircraft, and ground attack bombers with combat bonuses against buildings.  Technologies can be researched to greatly improve these aircraft including the ability to better target moving units as well as gain personal shields.  The Clone Campaigns adds the Assault Cruiser, a large shielded aircraft with a slow and powerful long range attack.  Aircraft bring their own dimension of combat as they can only be targeted by other aircraft, anti-air units, and anti-air buildings.
In Age of Empires II all factions shared the same building and unit trees, what made them unique were the technologies, buildings, and units that they missed, their faction bonuses, and the unique units constructed at the castle.  In Galactic Battlegrounds this formula is continued but given a Star Wars flare that keeps the franchise themes among the eight playable factions.  Each faction has its own bonuses and unique units and misses some technologies while specializing in others.
Yet the units and buildings of every faction feature their own uniforms, architecture, and vehicle designs.  The Rebel Alliance fighter units are X-Wings which face off against Imperial fighters in the form of TIE Fighters.  Faction bonuses even correspond with their faction’s theme; for example certain Gungan buildings can be constructed underwater and the Trade Federation’s droid armies do not require housing.
Perhaps the least unique but most telling differences among faction units are the Jedi and Sith temples.  In terms of units, technologies, and mechanics the Jedi and Sith are functionally the same.  Jedi/Sith take the place of the monks from Age of Empires II, they convert enemy units and grab holocrons to bring back to their temples for additional resource income.  Unlike the passive monks, Jedi and Sith also have melee attacks in the form of their lightsabers and are very resistant to damage.
The five good-aligned factions construct the Jedi Temple and train Jedi Padawan, Knights, and Masters while the three evil-aligned factions train Sith Apprentices, Knights, and Masters from a Sith Temple.  Thematic flavor abounds: Jedi use blue lightsaber blades and the Sith use red; the Sith Master shoots lightning from his fingers as his attack.  Most Jedi factions also can be considered the most proficient in this aspect of the game, with only the Galactic Empire faction possessing reasonable competence in Sith technologies and units.
The translation of a well-known medieval strategy game into a sci-fi strategy game is actually quite smooth mechanically as well as thematically.  Understandably most combat is done at range instead of melee but distinctions of infantry, cavalry, and siege weapons remain in their strategic forms.  Mechs for example are superior to infantry in every way, but many have a minimum weapon range and are vulnerable to specialized units.  Walls and defensive towers still abound and are resistant to most attacks but vulnerable to the siege attacks of the cumbersome Heavy Weapons.  Shields are also introduced in the form of Shield Generator buildings and the Gungan unique mobile shield generator.  Shields basically act as secondary hit points for all buildings and units in their radius, healing over time and absorbing damage until depleted by enemy fire or deprived of a nearby power source.
The Galactic Battlegrounds Saga includes one tutorial campaign and seven primary campaigns.  Each faction except the Naboo get a campaign of six to eight missions inspired by the movies or the expanded universe.  Each campaign features at least one bonus mission relating to great battles from the Star Wars prequel or primary trilogies such as the Battle of Hoth or the Battle of Endor.  The Trade Federation and Galactic Empire bonus missions feature what-if scenarios from the Battle of Naboo and Battle of Endor where the Dark Side has the chance to prevail.
Skirmish battles against the AI and multiplayer random maps are also included.  The game takes its cues directly from Age of Empires II in this format, featuring standard map (including some parodies that AoE fans will recognize like Fortress and Highlands), Death Match, King of the Hill, and Nomad options.  Up to eight players can join one game and the population cap, starting resources, and starting age of technology can all be preset.
Hero units are also included, usually in the form of infantry or Jedi but occasionally as vehicles like the Millennium Falcon, and appear in most campaign missions.  Each hero has their own vocal script and features the special abilities of their unit type.  They are also available in the scenario editor, an in-game tool players can use to make their own maps and scenarios using every unit, tile, and trigger built into the game.
The original Star Wars saga has its share of epic battles and grand scenes but it is an adventure at its heart.  It’s no surprise that few strategy games have been produced around the Star Wars universe.  As such it might seem that saying Galactic Battlegrounds is one of the greatest Star Wars RTS games is superfluous.  Yet it truly is one of the best strategy experiences that gamers can find for the Star Wars universe.  It features the perfect blend of flavor and accessible mechanics that make it appealing to Star Wars fans, casual gamers, and hardcore strategy gamers.
The fact that it was developed on the foundation of one of the most endearing RTS games of all time only adds to its appeal and staying power.  If there was a flaw in this formula, it would only be that Galactic Battlegrounds strays too close to Age of Empires II’s general style while failing to equal or surpass it.  Yet obviously that was never what Galactic Battlegrounds was meant to accomplish.
While Star Wars: Galactic Battlegrounds Saga is without a doubt a Star Wars game and deserves its place in the universe it is important to remember that this game is first and foremost a terrestrial RTS.  Cloud and space tiles, which can only be crossed by flying units, can create the impression of space battles but the great Imperial Star Destroyers do not make an appearance; missions and scenarios take place planetside.  Jedi are powerful and unique but cannot deflect blaster bolts or force choke enemies (except in cutscenes).  Anyone looking to enjoy some classic RTS action Star Wars style will love Galactic Battlegrounds.  Age of Empires fans will have to unlearn a few habits but otherwise should feel right at home.  Those looking for the grand experience of the Star Wars space epic might find the Galactic Battlegrounds Saga’s generic RTS mechanics restrictive and should engage the game mindful of the older RTS legacy it is based off of.


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Civilization: Beyond Earth & Rising Tide

The news that Firaxis was developing what would essentially amount to a combination of one of the principle 4x in space games, Alpha Centauri, which was released in 1999 to wide acclaim, and the hugely popular Civilization V, released in 2010, created a great deal of excitement in the 4x community; particularly from fans of both previously mentioned titles.  It was prime time for a new title to be released and after the history-centered Civ V a fictional change of pace was welcome.  Civilization: Beyond Earth, published by 2K Games in 2014, and its expansion Rising Tide, released in 2015, was the final result of this ambitious development.
Civilization: Beyond Earth took a lot from Civilization V, which can be considered its closest predecessor in terms of its mechanics, display, and user interface.  Expansion, exploration, exploitation, and extermination are still conducted in the traditional formulas that players of Civ V and the Civ series in general are familiar with.  Settlers are used to start cities, which gradually grow their citizenry over time depending on their food supply; land and sea units, particularly scouts, reveal unexplored terrain to find new resource deposits and treasure caches.  The five resources of food, gold (restructured as energy), production, culture, and science make their return to drive the player’s faction as it develops into a mighty and advanced empire.
Technology is perhaps the most obvious change from the tech-tree of older Civilization titles.  The progression of technological research is now a web of interconnected and often inter-related technologies.  Players can expand on certain aspects of their scientific development to a very advanced degree while leaving others for later, or can pursue a very exhaustive but well-rounded sort of clockwise research program.
Players need not even complete all technologies to qualify as a superior civilization and it is not uncommon for a game to end before the entire web is researched.  Researching new technologies doesn’t just unlock new buildings and units but also reveals certain resource types and makes new abilities available to certain units, particularly where the toxic and alien miasma tiles are related.
Miasma makes up one of the alien aspects of the game, the others being wild and potentially friendly or hostile alien creatures and the long lest ruins and relics of the planet’s bygone days.  Miasma is a constant effect, similar to radioactive fallout, that damages units that remain on the tile.  Technologies can be researched to clear miasma or even spread it to hostile territory.
Along with worker units one of the principle methods of manipulating miasma, and terrain in general, is to utilize satellites.  Satellites are units that are produced in cities and made available for launch when completed.  When launched they go to a separate layer of the game board that players can toggle on their interface.  Satellites effect all tiles in their range with a variety of abilities depending on their type like increasing tile yields, finding new resources, or attacking enemy units.  Certain ground units can destroy satellites, and satellites expire after a certain number of turns.
Culture has also received an overhaul in Beyond Earth, particularly in the limited but detailed scope of options now offered.  Players can invest in four culture trees representing social, military, scientific, and industrial development.  The trees are divided into four tiers and additional bonuses are unlocked whenever all traits in a tier are purchased.  Each tree aids the player in pursuing one of the victory options available; the traits are also slow to unlock and it is rare for more than two trees to be fully unlocked by the end of the game.
Culture and technology are important in the function of Beyond Earth’s primary new mechanic: the affinity system.  Three factional ideologies, dubbed affinities, are available for the player’s civilization to pursue.  Each affinity, Purity, Supremacy, and Harmony, effects the technological development of all military units as well as the player’s most profitable attitude toward the indigenous alien creatures and miasma.  Affinity also effects the player’s standing with other civilizations; sharing affinities is a good start to friendly relations and the opposite is also true.
Players advance in affinity levels by researching technologies and unlocking cultural traits that grant points in their particular affinity.  As the player’s affinity level progresses passive benefits are unlocked and eventually the way is made available to conduct the affinity’s unique victory condition.  Purity constructs a massive warp gate to bring settlers from Earth; Supremacy constructs a similar gate with the intention of conquering Earth; and Harmony constructs a massive brain that will bring about a single collective consciousness.
Although victory conditions are exclusive to each affinity, players do not need to stay true to one affinity and this is especially true in Rising Tide where hybrid affinities are introduced.  Players can upgrade their units with a number of options from strict or hybrid affinity lines.  All bonuses from each affinity can potentially be unlocked if the player has the time and the resources to do so.
Apart from the affinity victories players can also pursue the traditional conquest victory by taking their opponent’s capitals or a sort of science victory where they receive and de-crypt an alien signal, then construct a massive beacon to send a message to a mysterious progenitor race.  This victory is by far the shortest and easiest to achieve requiring little expansion for the player’s civilization and it can be hurried along by finding traces of progenitor technology in alien ruins.  Once the beacon is finished and activated all civilizations have thirty turns to destroy it before the civilization that constructed the beacon wins.
It’s easy for players familiar with Civ V to dive right into Beyond Earth; in fact familiarity with the latest Civilization games eliminate most of the learning curve.  It is in those new areas that Beyond Earth introduces that it struggles the most to portray.  The technology web was thankfully patched in Rising Tide, color coding the numerous units, structures, and upgrades each tech made available as the unfamiliar names and icons make color coding the only visual aid the player has to sort through numerous technologies on a freeform path.
Most unit types are intuitive in their battlefield roles, but don’t always seem to perform as they should in given situations.  The combat breakdown of Civ V is gone and there is really no way of knowing why a unit does so much damage in a single attack.  Siege battles in particular are very cumbersome with cities easily shrugging off regular units but folding rapidly in the face of a few siege units. However those same siege units actually lack the maneuverability of their 20th century counterparts in Civ V which contributes to the crawl that most campaigns of conquest are reduced to.
On the flipside the technology, and themes behind it, is a very immersive and entertaining feature in Beyond Earth.  Culture, trade, and even to a point Diplomacy have been sidelined in favor of the technology and research narrative.  This may be disappointing to some fans and rightly so, but for the most part it cuts down more on the re-playability of Beyond Earth than the actual enjoyment of each game.  Most games rarely follow the same technology path and the mixing and matching of affinity bonuses alone can occupy an entire playthrough.  Beyond Earth is not so much a game about creating a civilization from primitive barbarism, but expanding an existing civilization and seeing what new advances it can achieve in the many scientific fields.
As a science fiction fun-ride Beyond Earth excels.  It modifies the Civilization formula just enough to keep the idea of exploration and advancement on a new alien world central to the gaming experience.  Sadly this comes at the cost of losing many of the elements that make 4x games what they are.  Culture is mostly a grind for bonuses and Diplomacy, although expanded on in Rising Tide, is hindered by apathetic and one-dimensional AI.
Gamers who want to experience something new in the sci-fi field, particularly in the 4x genre will find that Civilization: Beyond Earth is good for enough playthroughs to be worth the investment.  Of course Rising Tide is pretty much a requirement as well since Beyond Earth isn’t truly complete without the changes and upgrades the expansion brings.  However casual 4x players may find the experience of more complete 4x games to be much more gratifying and dedicated fans of the series are better off investing time and money in Civ VI.
 


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Command & Conquer 4: Tiberian Twilight

After Electronic Arts successfully continued the Command & Conquer saga with its releases of Command & Conquer 3: Tiberium Wars and it’s expansion Kane’s Wrath in 2007 and 2008 respectively there was a great deal of hype and excitement when EA announced the fourth and final title of the current Tiberium saga: Command & Conquer 4: Tiberian Twilight.  EA added to the hype by promising that Tiberian Twilight would introduce new mechanics and concepts never before tried in a Real-Time Strategy game.  These would of course be appearing alongside such iconic C&C staples as live action movies, familiar faction units, and the desolate landscape of a tiberium-scarred earth.
One of the most important aspects about Tiberian Twilight is that it is a server based game requiring an active online connection to update the player’s profile.  EA utilizes what they called an RPG style approach toward player profiles.  As the player completed missions and won skirmish and multiplayer battles their profile gained experience which unlocked units and technologies of the faction that they played as.  Once their profile reached enough experience for each faction they would be able to utilize all of the units, buildings, and technologies of those factions in any single player or multiplayer game.  Each faction levels up separately, although the player need not create a different profile to play both factions.  The game can be played without an internet connection and single player games are not interrupted if the connection is somehow lost, but the player’s profile will not gain experience in offline mode.
Command & Conquer 4: Tiberian Twilight does away with the old C&C convention of a single unit providing a central building from which a static base grows to provide the player with a fully advanced and capable army.  Instead at the start of a game the player receives the option to choose  from three different crawler units.  Each crawler represents offensive, defensive, and support classes and the player will have access to different types of units and abilities depending on which class is chosen.  The chosen crawler appears in a deployment zone and serves as both a unit and factory for all of the player’s units.
Crawlers are heavily armored and as the player unlocks more technologies the crawlers gain weapons, armor, and other defensive abilities.  Like their MCV predecessors from previous C&C games crawlers must deploy to produce units which are produced almost instantly.  The support class emphasizes air units and their crawler appropriately is an air unit, but it must still deploy to produce or call down other aircraft.  If a player’s crawler is destroyed, or if the player wants to switch classes, a new crawler can be chosen and will appear in the same manner as the first one.
Each map in single player or multiplayer has several small landing pads on which green and blue tiberium crystals will routinely spawn.  These crystals can be collected by ground units and carried back to the player’s deployment zone to unlock technologies and are an important point of contention for players as the player who gathers more crystals more quickly will have the better army in the early game.  Once a player unlocks all of their units and technologies, the crystals provide small boosts to their victory point track.
Single player missions still feature traditional objectives and follow the game’s storyline in terms of the enemies and maps encountered.  In skirmish and multiplayer modes victory is determined by a point track.  The principle way to gain points is to control a majority of tiberium nodes around the map.  Nodes are structures that can be captured by stationing more units than an opponent near the node for a certain amount of time.  Battles over these nodes take place on arena style maps with AI controlled structures defending each faction’s deployment zones while the nods themselves are situated in the map’s central no-man’s land.
EA finalizes its changes to the C&C formula by introducing rock-paper-scissors style interaction between units based on their type and weapon.  For example, machine guns are effective against infantry and light vehicles while laser weapons are effective against heavy vehicles and structures.  A heavy unit with machine guns will be effective against infantry, but vulnerable to lasers, and vice versa.  Some units deal enough raw damage to be somewhat effective against any threat, but the formula holds true for the arsenals of each class and faction.
The many changes to the RTS and C&C formulas that appear in Tiberian Twilight practically make it its own game with unique style and strategies.  Sadly, this is perhaps the single greatest failure of the game and EA.  If Tiberian Twilight had been produced as its own game, distinct from the style associated with its predecessors, it may have been far more successful and well received.  Unfortunately it turns out to be another attempt by EA to project their own creative designs onto a classical franchise in an attempt to sell their own ideas on the shoulders of someone else’s giant.
The profile leveling system ensures that players cannot experience the full game until they’ve played dozens of hours of meaningless grinding.  The fact that profiles can’t be leveled in offline mode slaves the players to a continual internet connection and makes offline mode a pointless option.  Poor or even moderate latency will result in continual disconnects forcing players to reload games to continue gaining experience.  The single player missions do not restrict a player’s units and buildings and are thus not balanced for any level of technology, which can confuse and frustrate new players.
The crawler based combat is hectic and clumsy at best.  Units are thrown into a mosh-pit style battles with little chance for strategic planning and no possibility for territory control.  The rock-paper-scissors dynamic to weapons is also a disappointment.  Units have been marginalized from their distinctive roles in previous C&C titles into generic types that have little use if their intended opponent type is not present.  Combat also devolves into players trading unit types as endless counters are swapped.  Units die quickly to their hard-counters but practically ignore attacks from any other weapon type.  This leaves players who maxed out their limited population cap with the wrong types completely out of luck until they suffer enough casualties to allow rebuilding.
The faction’s distinctive styles have also disappeared.  The fast and stealthy Nod no longer clashes with the slow and steady GDI; now each faction is essentially a mirror match.  Resources are no longer present so the only limitation on a player’s production is the population cap.  This cap is far too small to control a significant portion of the map and players can find themselves kitted around by small groups of fast units stealing tiberium nodes while avoiding direct conflict.
Finally the game itself, for all its nostalgic units and references to previous C&C titles, lacks theme and flair.  It is a boring slug-fest where units without identity or history clash on generic and alien battlefields for objectives with no tangible accomplishments or definable impact on their opponents.  There is no sense of accomplishment or ownership for the player profile, only a grind to unlock units, which should rightly be available from the start, until the full tech tree is unlocked.  The fact that players have to work to experience and enjoy a game they paid for in full is itself an unforgivable sin.
Command & Conquer 4: Tiberian Twilight had a lot of ideas that, taken by themselves, could have been very successful.  Mashed together they ensure that yet another attempt by EA to match the MOBA and Starcraft environments has only succeeded in ruining another beloved gaming franchise.  If Tiberian Twilight had at least been marketed as a different game instead of trying to usurp the C&C series it might have stood a chance; but many fans were left feeling cheated and frustrated by the alien style and disorienting focus of gameplay.
Fans who want to see the Tiberium saga played out need only invest about a dozen hours into completing the campaigns and will find that purchasing the game on sale is about equal to the value; but they should avoid buying the game at EA’s full retail price.  Any other gamer hoping for a fulfilling RTS experience, or gaming experience in general, should not waste the money and time on Tiberian Twilight; a sad end that such a storied franchise did not deserve.


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The Lord of the Rings: The Battle for Middle Earth II

The Lord of the Rings: The Battle for Middle Earth was very well received by series fans and real-time strategy gamers and is arguably the best RTS representation of the Lord of the Rings trilogy yet produced.  When Electronic Arts announced the upcoming release of The Lord of the Rings: The Battle for Middle Earth II fans were energized not so much with the prospect of new campaign content by with a newer and more expanded chance to enjoy the Lord of the Rings mythology.  Its release in 2006 garnered a great deal of praise and sold very well but its failure to continue the Battle for Middle Earth series hints at some unfortunate shortcomings in the design.
Battle for Middle Earth II changed a great deal of the gameplay mechanics that its predecessor introduced.  Bases are no longer static locations but are now made up of individual buildings constructed by workers.  Base size was also indeterminate as resource buildings need a certain amount of free space around them to generate resources efficiently.  A central fortress building constructs workers, trains heroes, and functions as a command center for the player.
Unit production and composition also received an overhaul.  Buildings still need to reach higher levels to produce more advanced units but instead of leveling as units are produced the player must purchase building tier upgrades.  The units themselves increase in squad size with most units now holding ten units and some evil faction squads holding twenty.
There are six factions in BFME II but only two from the first title make an unaltered appearance.  The forces of Good have been merged into the Men of the West, essentially the Gondor faction with Rohan cavalry.  Elves and Dwarves round out the forces of good and are ranged against Isengard, Mordor, and the new Goblin faction.  Each faction features its own unit and building roster and many of the heroes from the previous game have been divided up among their respective races; new heroes were also introduced to round out the new factions.
The single player elements include good and evil campaigns, a War of the Ring mode, and of course skirmish mode.  The campaigns focus on each side’s perspective of the War in the North, a parallel conflict to the battles in the south during the War of the Ring that were mentioned but not covered in J.R.R. Tolkien’s books.  Some battles like Mordor’s attack on Dale and Erebor come from the original work while other missions like the goblin attack on the Grey Havens were developed specifically for the game.
The War of the Ring mode is perhaps BFME II’s most intriguing feature.  The entirety of Middle Earth is divided into a regional world map similar to the mission map from the first game.  Players take on the role of one of the six factions in a battle for supremacy over all of Middle Earth against other factions, which can be of any race regardless of alignment.  Two regional buildings can be constructed in each region and are also present in real time battles that take place in the region. For example the Fortress forces a battle whenever the territory is invaded when normally only strongholds like Helm’s Deep or Minas Tirith provoke a confrontation with invading armies.
Each faction has three armies, led by the faction’s three main heroes, that can move one region per turn and re-spawn in the player’s home territory if defeated.  Other armies without a leader can be raised by regional production buildings for defense or reinforcement but cannot invade hostile territories.  Resource buildings on the global map generate resources that are used to purchase buildings in other regions or train units for armies.  A global population cap limits the number of units on the regional map.  Armies always gain a worker unit when engaged in real time combat and can produce any unit or building during the battle regardless of the units the army actually contains.
Another innovation that generated a lot of excitement was the hero creator system.  Utilizing several templates for appearance, race, faction, and class players could create heroes that would utilize certain abilities of various tiers and take on roles similar to those filled by the standard faction heroes.  These created heroes could not be used in the campaign but were available in skirmish, War of the Ring, and multiplayer.  During creation the players adjusted bars that related to stats like health, damage, and special abilities to determine the focus and balance of the hero.  In general these created heroes were not especially comparable to faction heroes but still provided very unique flavor.
These changes made BFME II its own fully enclosed game and EA did a very fine job balancing the different races (except the Elves whose unbalanced archer upgrades had to be fixed through patches).  That is both a strength and a weakness of the game as players who enjoyed the first Battle for Middle Earth because of its gameplay will find little to endear them to the sequel.  At the same time many of the mechanics EA introduced would not have functioned properly in the first game’s style.
In fact that is possibly BFME II’s greatest failing.  Any attempt it made to directly improve upon the original was a failure.  EA advertised larger units and bigger battles and, while squads were bigger, population readjustment ensured that there actually wasn’t a difference in models or numbers of units on the field.  Dynamic base building and the standardization of lower tier unit rosters (every faction has an infantry, archer, pikeman, and cavalry unit) caused the factions to lose a great deal of their unique flavor and feel.  Special powers, which increased in number dramatically in BFME II, also become standardized even at higher tiers among the factions causing a lockstep of strategies regardless of which faction was played.
The campaign also failed to deliver the same feel of epic struggle that the first game provided.  Most of the missions play like the great siege battles from the first Battle for Middle Earth but lack a sense of scale and also restrict gameplay due to map and objective limitations preventing players from exploring the races and mechanics they are using.  Special powers also fell flat as the players are mechanically prevented from generating enough power points to unlock the full tree of powers available and if they finish the missions too quickly may not unlock higher tier powers at all.
The War of the Ring goes a long way to redressing these issues through increased re-playability and greater freedom for the player, but brings its own shortcomings as well.  Movement is far too limited in relation to the player’s ability to defend home territories.  Armies move too slowly and marauding enemies can conquer any region that lacks an army or defending fortress with impunity.  Also aside from annoying and petty tactics the AI is for the most part incompetent, attacking the same territories repeatedly and following little rhyme or reason in its utilization of units and heroes.
By itself BFME II is a decent game with numerous options to explore and a great deal of good old fashioned RTS combat to enjoy.  At higher tiers factions gain a great deal of unique abilities and high level battles can be very entertaining.  The hero creation system is nothing like an RPG but is a fun way to mix up traditional skirmish battles.  Yet anytime BFME II tries to assert itself into the Battle for Middle Earth series as a sequel or improvement it fails to measure up to expectations in almost every way.  Another major point that does little to affect gameplay but is worth mentioning on behalf of Lord of the Rings franchise fans is that the units and heroes EA made up to fill in racial gaps feel downright alien.  They are balanced and they can be fun but in no way would they ever feel natural in the original trilogy’s books or films.
Fans of Lord of the Rings will have to temper their genre love with appreciation for innovation to enjoy this game, but there is still a lot of Middle Earth to experience with the new single player modes.  Most RTS fans will at least find BFME II a familiar addition to the genre and a far better title than many modern RTS games.  Hard core gamers are ironically the most likely to enjoy BFME II as its gameplay panders to fast battles and micro-management.  In all situations the game would be welcome in any RTS library but probably shouldn’t be purchased outside of a sale.


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Sid Meier’s Civilization VI

Two hefty expansion packs, numerous DLC, and a vibrant modding community combined to give Civilization V a long full life in the gaming community and formed what will probably be an enduring legacy.  When Firaxis announced the development of Sid Meier’s Civilization VI in May of 2016 the fanbase was energized, not so much with dissatisfaction over the current title in the Civilization Series but with gleeful anticipation of the new material Civilization VI would introduce.
Civ VI maintains the core elements of the Civilization series.  Players use Settler units to found cities which generate gold, production, food, science, culture, and faith fueling all the options and projects the player must undertake to achieve victory over competing civilizations.  Regional terrain types also remain alongside bonus, strategic, and luxury resources.  Combat most closely resembles Civ V with single units each occupying a hex; although a new feature allows two or three units of the same type to merge into a corps or army.
City planning is the most noticeable overhaul that the series received in Civ VI.  In addition to a roster of buildings and the tile improvements constructed by workers cities can now produce districts in any workable tile.  Districts resemble great person tile improvements from Civ V in that they focus on one type of resource.  Only one of each type can be built in a single city and the city can produce buildings to improve those districts.  Some districts like the encampment and aerodrome focus on unit production while others like the entertainment district and neighborhood improve the city’s happiness and growth.
Districts emphasize the importance of city tile management in Civ VI.  Districts must compete with world wonders and worker-built tile improvements for space around the city.  Districts also yield more resources if they are adjacent to other districts and some can only be built on certain terrain types.  City specializing is heavily encouraged along with the importance of founding cities early in the game.  Great people, which are now generated in competition with other civilizations, can only be utilized on a district appropriate to their type (holy sites of great prophets, harbors for great admirals, etc.).
Luxuries and population growth have also received an overhaul.  Now luxuries are referred to as amenities and each city has its own count of amenities that affect its populations mood.  Luxury resources provide an amenity to every city in a civilization.  Entertainment buildings and other factors now only affect the city they are constructed in, however cities no longer suffer penalties due to the number of cities the civilization owns.  Also occupied cities do not cause the rest of a civilization to suffer unrest.
Housing is determined by the base capacity of a city and any buildings in that city that increase housing as well as other faction specific research and benefits.  When a city exceeds it’s current housing limit population growth slows significantly regardless of the food the city produces.  District production is also limited by housing as a city can only produce a certain number of districts for each level of population.
The social policies of Civ V have been heavily redesigned to resemble scientific development.  Culture generated by cities contributes to research through a tree of available civic techs.  When a civic tech is researched, new civic policies are made available.  Civics are divided into military, economic, diplomatic, and great person categories and a civilization is limited to the type and number of each civic based on the government they currently have.  Civic techs unlock new governments over the course of play with some governments emphasizing military or economics by by allowing more military or economic civics to be active.  Civics can be swapped out anytime, and can be changed without penalty whenever a new civic tech is researched.
Culture and scientific research now benefit from a bonus system.  Most civic and scientific techs have an optional bonus objective, like clearing a barbarian encampment or constructing a mine, that will decrease the research cost of the tech by half.  These boosts can’t always be easily completed each game but savvy players can use them to jump ahead in certain areas as the game progresses.
Civ VI features the series’ first official religious victory option.  Cities follow a religion if a majority of their citizens convert to it.  The faith resource can be used to purchase missionaries, apostles, and inquisitors that spread the player’s religion or combat opposing religious pressure in friendly cities.  The victory condition is fairly straightforward: simply convert a majority of cities on the map.  Certain religious units can even engage in theological combat, which is functionally the same as combat between conventional units, but cannot be healed.
Diplomacy is all about exploiting in Civ VI.  AI opponents now have one pre-programmed agenda and one randomly selected hidden agenda that dictates their attitude towards the player.  They also receive a randomly generated hidden agenda that is only revealed to players with sufficiently advanced diplomatic relations.  The agendas allow the players to engage more tactfully with the AI, however they also have the side-effect of making the AI very one-dimensional.  AI civilizations will denounce the player if the player’s actions fail to satisfy their agenda within a few turns.  Additionally, even when the AI has moved to this passive aggressive state they still initiate trades with the player giving their convictions a mechanical feel that destroys immersion.
Graphically Civ VI is very beautifully designed.  A more cartoonish approach to details was taken but the colors are vivid and the units and buildings are animated and precisely detailed.  The game also features optional daytime-nighttime transitions giving the effect of passing days although it does not have an effect on the actual speed of play.  Even on lower graphics settings Civ VI is pleasant to look at and meeting the minimum requirements for play is sufficient to enjoy the game completely.
Civilization VI brings no shame to the Civilization series and re-introduces some of the concepts that Firaxis attempted in Civilization: Beyond Earth.  Bugs are virtually non-existent and it’s release is overall very polished.  Some elements could use refining, like the similarities of several civilization’s unique buildings and bonuses, but a good expansion can fix those easily.  One notably pervasive change is the slower environment of play on standard speed.  The early and mid-game are very well fleshed out so it doesn’t detract from the game, but players used to the active and hectic end-game of Civ V may be surprised at the crawling science victory requirements or slow build times for modern units.
Any 4x fan will enjoy Civ VI and even at its release price its a valid purchase for any casual strategy gamer.  Online performance is very stable and playing with friends is one of the hallmarks of an enjoyable Civilization experience.  Not everything veteran Civilization players enjoy may have made it into this latest release but there is still plenty of new and improved elements to warrant numerous playthroughs.


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Warlords Battlecry III

In the early 90s, when the limits of the gaming market were still being tested, a 2D turn based strategy game, with some minor roleplaying elements, titled Warlords was released by Strategic Studios Group after it was designed by the series creator and visionary Steve Fawkner.  The game itself was deceptively simple but featured great potential for extended gameplay and was easy to learn.  The Warlords series would go on to spawn three sequels and in 1999 Steve Fawkner developed a spinoff series titled Warlords Battlecry.
Warlords Battlecry shook up the Warlords formula, translating the turn-based strategy and fluid army design into real-time strategy and race-based factions.  Roleplaying elements were more heavily emphasized through four hero classes that any race’s hero could adopt.  The game used a graphics engine reminiscent of Warcraft II and featured a similar economic style and combat system, with worker based infrastructure and mined resources and fast paced combat.
Warlords Battlecry III, developed by Infinite Interactive and published by Enlight Software in 2004, is the last title in the Battlecry series.  Like its predecessors it built off the system and mechanics of the first Battlecry game, using a 2D graphics engine, expansive hero class system, and bringing back the original races and units from previous titles.  Players began a battle with their hero and whatever retinue units they chose to bring along at the battle’s setup.  The hero and worker units construct buildings, including a central keep or fortress that can be upgraded to unlock higher tier units and buildings.
Resources take the form of mines that must be captured by a hero unit or faction general.  Battlecry III features four resources: gold, iron, stone, and crystal, and each race’s strategy emphasizes some resources more than others.  Mines can be filled with up to eight worker units (four for the Dwarves and Dark Dwarves, who have more efficient workers), increasing the rate that resources are extracted.  The workers remain inside the mine and are effectively removed from play; if the mine is destroyed or captured by another faction the workers are lost.  Collected resources are added to their respective pools for the player and the resource cap can be expanded up to 3000 as the central keep is upgraded.
Battlecry III expanded the number of playable races to an unprecedented 16.  Each race generally follows the same tech tree progression and build style with minor exceptions.  For example the Wood Elf builder unit cannot be placed into mines, but several can be combined to form a crystal generating combat unit.  The Undead, for another contrast, only build a few types of units and their basic infantry, the Skeleton, instantly upgrades along two paths into the various combat units of the Undead army.  Each race also features certain technologies and upgrades that it may share with some other races but should not be expected in every race.
Combat takes place purely in real-time and features a surprising potential for micromanagement in an older game.  Units can be set to a variety of different stances that can cause them to automatically use healing spells, follow other units around, and autonomously scout the map.  The factions are balanced more through their number than through specific unit design.  They are heavily thematic and most factions are better in combat against certain rivals (i.e. Knights vs Undead), than against other factions in general.  Each faction has access to at least one spellcaster unit as well as a general unit that can convert buildings and inspire nearby troops in a manner similar to the hero.
The hero is the defining feature of Warlords Battlecry III’s overall gameplay.  The hero acts like a regular unit in terms of movement and combat.  It also features a mana pool and spellbook with which it casts the spells related to its class.  Heroes can also equip items that are found on the map or taken from defeated enemy heroes; some items like weapons and armor are more effective for combat but may harm spellcasting ability while contrasting items can lower hit points and increase mana regeneration.  A player’s heroes are also persistent across the game keeping their level, items, and retinue between games and game types.  Any hero killed in combat is returned to life at the end of the battle and remain with the player unless made using Ironman Mode, which makes hero death permanent.
Heroes are made by the player before beginning a campaign or random map and gain experience during and after a battle.  A hero can upgrade one of its four stats and one of its class skills by one point each when it gains a new level.  A hero can be made from any race and class combination, although some classes are obviously better for certain races than others.  In skirmish mode the race of the hero doesn’t matter in terms of selecting what faction that player will use in the battle.  In the campaign, the player starts with the faction that the hero is a part of, and can play as other factions as the player accumulates allies throughout the campaign.
Warlords Battlecry III’s campaign is partially story-driven and partially open world.  The player’s hero travels across different locations and complete repeat missions and story missions which affect its diplomatic standing with the other races and allow the hero to acquire new items and experience as well as advance primary and localized plot points.  After each mission the hero accumulates crowns, a global resource that can be accessed on the world map to purchase mercenaries and items.
Warlords Battlecry III’s old graphics and less refined RTS style are heavily dated by modern standards but for its time it was revolutionary in its approach to strategy gaming.  It was the first RTS game to feature unique hero and roleplaying elements and was radical in its unprecedented number of unique races.  The game wasn’t without its flaws; primarily an ambiguous learning curve and poorly explained hero revival system.  Its play speed was also quite slow even for its time.  On normal speed common campaign missions can take well over an hour to complete simply because the player must wait to accumulate the resources needed to assemble an effective army.
That being said, gamers will be hard pressed to find a game with a similar formula to Battlecry III.  The unique factions, persistent hero system, and combination of numerous skirmish maps alongside an extensive campaign can make for hours of new and intriguing gameplay.  Battlecry III has been reported to be quite buggy on new operating systems but it is now available on Steam and gog.com.  It also benefits from an extensive online community with help sites for running the game on newer operating systems and advice on which patch version (of which their are three) is best used for the player’s preferred style.


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Dear Mindy: Origin

Since the success of Valve’s Steam Client in revolutionizing the gaming industry’s distribution and marketing methods many major game providers have developed their own online platforms for supplying clients with products, support, and community.  Origin is Electronic Arts’ digital distribution platform and one of the primary digital outlets for EA games and digital products.
Origin began life as EA Downloader which was released by EA in 2005.  It would transition between various iterations such as EA Link and EA Download Manager, with each new version adding additional features and capabilities.  These older versions provided both an online store for EA products as well as a profile management system and update source for digital products and hard copies.  Origin was released in 2011 and combined all the elements of previous EA online services.
Like its competitors and equivalents, Origin features the staples of a modern digital gaming client system such as a friends list, a profile with achievements and avatar customization, a games library, store access, and automated support for currently owned games.  Any game in the user’s library is available for download any number of times from Origin.  Like Steam and Battle.net, product keys can be used to redeem physical copies of certain EA produced games; however if the game is already installed on the user’s computer the code cannot be redeemed even if the user does not intend to download the game.
At this point Origin only supplies titles owned and/or developed by EA.  Origin can be accessed on PCs and recently on mobile devices but is not currently available for consoles.  It is currently unknown if EA plans to include titles from other producers in its store selection.  EA has specifically stated that Origin is a competitor with Steam so it is highly possible that Origin will eventually become a digital marketplace.
It’s worth noting that an Origin installation and account are required for more recent EA titles, primarily those released within the last few years, even if they are bought on disc or another form of third party distribution.  Origin itself is a free service and can be utilized in offline mode if the user saves his or her login information in online mode first.  Games installed from a disc do not need to be synchronized with Origin to run their single player and LAN functions.  However they do need to be registered on Origin to receive updates, access multiplayer servers, and communicate with other players in-game.
Origin provides all the services necessary to play and enjoy the games it provides.  It’s only glaring downside is that it is a first and foremost a store.  Navigation is heavily weighted towards the store; and community interaction, such as forums and community posts, is limited.  Games listed inside the user’s library are effectively placeholders and do not have their own pages, in contrast with Steam or Battle.net which have dedicated displays for each game.  Purchasing and accessing games on Origin is quick and easy but any utility related to the account’s interaction with those games is minimal.  Support is also lacking for older games with newer products receiving most of the attention as far as deals, advertisements, and FAQ posts are concerned.
Like everything EA touches Origin takes a popular concept and puts its own spin on it with rather mixed results.  Origin features all the services necessary for acquiring and using EA products and connecting with the community of EA gamers.  However on the flip-side Origin is heavily geared towards EA’s marketing and sacrifices its community development for customer interaction with the online store.  It’s high quality and no doubt sufficient for EA’s purposes, but Origin will certainly have to be optimized to better support and reflect the gamer culture before it can truly equal its competitors.


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