The game felt very much like a reskin of Civ V rather than a new game. One of Beyond Earth's biggest failings was its lack of creativity in using its futuristic setting to innovate gameplay. So we sailed up to the sun, till we found a sea of green Both of these complaints ended up being the major focus of the first expansion, which definitely helps to make Beyond Earth stand out a little bit from its more realistic counterpart. In my original review for Beyond Earth, my two biggest complaints were that the game and its leaders lacked the personality and variety of Civilization V, and that it just didn't feel futuristic enough. This expansion seeks to remedy several of the core complaints with the Beyond Earth game. Well, now the teams at Firaxis have also implemented a variation of my idea for their new expansion to Beyond Earth, called Rising Tide. They had apparently come up with almost the same idea independently at the same time. Around the same time, Creative Assembly announced Attila: Total War. Earlier this year, I started tossing around the idea of Nomadic civilizations for future Civ games. I'm starting to feel like quite the prognosticator. Mobile cities is a feature pulled directly from my own Civ wishlist, but it feels like a contrivance since the map itself is not in flux. Leaders hardly ever talk anymore, which eliminates repetitive dialogue, but also makes game sound even more bland.Ĭompletely redesigned diplomacy and aquatic gameplay helps separate this game from Civ V and adds customizeable personality to the leaders. A lot more artwork for wonders, technologies, quests, and so on give the game a bit more visual flair. Ocean depths and water resources make maps look a bit more alien and varied. New diplomacy system rewards both cooperation and military intimidation, but can also become very passive. The seas (and navies) feel like a more active part of gameplay, but air units still feel completely underdeveloped.
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