Blaine
Cis-Het Oppressor
Are they going to try again at making us their bitch?
Paradox certainly will be. Get ready for half the game to be available on release and the rest to be available piece by piece as paid DLC.
Half? More like 10%.
Are they going to try again at making us their bitch?
Paradox certainly will be. Get ready for half the game to be available on release and the rest to be available piece by piece as paid DLC.
Forget XCOM, Empire of Sin is like gangster Total War
Public Enemy Unknown.
Empire of Sin is rightfully getting some buzz. You've probably already heard this is the game Brenda Romero "always wanted to make", who's said she's been biding her time on the idea "for 20 years". The result of Brenda's long-standing love of mobster games, XCOM, and Civilization, Empire of Sin's drawn comparisons with some of publisher Paradox Interactive's biggest names, as well as those big hitters of the entire genre, too.
On the surface, that's exactly what it looks like: Civ on top, as you manage resources and tiles, and XCOM when you get up close. But the sense I got from seeing it in action - hands off, mind - was that if we're going to be name-dropping any other big, strategic PC franchise, it should really be Total War.
You'll start out having to choose a faction, with a certain character as the faction leader, as well as the actual scale of mob feud you're after. This means choosing how many neighborhoods and rival bosses you want to face off against. My demo actually had a great, seemingly organic "woah" moment where we zoomed out from street view to an overview of the entire district, which I thought was the whole game, until we zoomed out to another level of abstraction to view the whole city, with multiple, detached districts of 1920s Chicago in sight (three playable in my case, but with more possible).
There's a decent scale to Empire of Sin then, but what struck me was a seemingly vast depth. Take the characters themselves, for instance. Your task in the game is to gain control of the city with your faction, starting small and new to the town, and growing into an empire of you-know-what, and so at first you'll have just a couple of characters in your gang. You'll meet more along the way, each one with a specific set of traits, as well as some history with other characters. As they progress through the game those relationships will evolve, according to what you have them do: have one character perform certain bloody tasks and they'll get a thirst (and aptitude) for it. Keep doing that and they'll eventually pick up the "serial killer" trait, though, and they'll get a little unpredictable. Send them somewhere with another of your faction members and, if they get into an argument, that other characters will probably wind up dead. Overlook another character for a promotion within your gang and they might get antsy. Send a goon to kill a lover of theirs in another gang and they might refuse to do it - or if their lover's killed by someone else, they might go wild. In other words, these characters provide the human element that should keep games surprising.
A lot's been made of the extremely XCOM-like combat - and it is extremely XCOM-like, from its grid- and turn-based systems right down to abilities certain characters will have, such as Overwatch, where they can cover an area and attack any enemies that run through it.
But there's more to it. Because gangsters like to shoot it out in the streets in old movies, there's an urban dynamism to proceedings. Passing cars become cover, trucks and buses can change the lay of the land. (There's also something wonderfully gangstery about all this traffic crunching to a halt because you've decided to take down Tommy Tight-Lips outside a five-and-dime.)
On top of this street-level stuff is the big "system soup", as the developers in the room put it, that forms across the layer of management. As well as juggling people and preferences, you're also managing a criminal organisation, which means keeping a steady flow of cash coming in, wrestling for control of buildings and districts and playing politics with your rivals. In our demo, for instance, the first thing we did was take over a speakeasy, bursting in and gunning down the handful of guards posted there and proceeding to get tinkering behind the scenes. On a micro level that meant upgrading the decor in our new haunt to draw in a higher class of clientele (think bottle-green paintwork updated to a classy mahogany panelling), or getting production going on a certain quality of liquor (you can make everything from top-shelf money-spinners to a poisoned batch to sell to your rivals).
Flipping that place had consequences - play for a while and you clearly even end up sounding like Bogart. Anyway, it meant that we wound up another mob boss from an already-established gang, who called us into a "sit down". We made our way there - even how you do so, from paid driver to on foot, has consequences in terms of your risk of being ambushed - and a few fairly simple dialogue-choices later we're launched into another gunfight out back, with more consequences along the way: if we'd weaseled our way out of conflict through giving into his demands, for instance that might have saved us some risk but cost us some standing with other factions. Likewise if we take him out in the fight (which we did) it's a massive win for our faction - but lose your own faction leader at any point and that's your game over.
As I mentioned then, there's an awful lot of depth, and even if a quick hands-off look wasn't really enough to get a grip on how it all tied up (honestly, I'd have loved to have seen a bit more of that sort of static-versus-dynamic, systems-playing-off-each-other thing with the environments, traits and relationships all synching up in practise), the potential is still vast, and incredibly impressive. As Brenda Romero's put it herself, games can absolutely sing when the mechanic is the message, and beyond the gorgeous, noiry, rain-slicked rendering of prohibition-era Chicago on the surface, it feels like Empire of Sin could pull together an incredible sense of place with just the systems themselves. One to watch.
Negroes and women as recruitable combat characters instead of distinguished gentlemen from the 20s Chicago, aptly nicknamed ''Machine Gun'', ''The Enforcer'', ''The Fox'', ''Joe Batters'', ''Mad Bomber'', ''Tony the Scourge'', ''The Murder Twins'', etc.
Why is that everything pertaining to entertainment today must be forced through a soy filter at all costs?They are obviously not trying to make it historically accurate, but inspired by the time, so I really don't see the problem in having mixed races and genders here.
who gives a fuck what color/gender your soldiers are?
Their presence and importance was of little significance in the grand scheme of things in the 1920s and 1930s, especially after they lost their numbers rackets in the black communities.African-American gangsters were actually a real thing in 1930s NYC and Chicago. They specialized in gambling rackets and were typically subordinate to local Italian mafia bosses. I guess it's unlikely they would be fighting together though.
Why does the presence of women and people of color in a game that does not strive for any perfect historical accuracy make you think that it would be?Why is that everything pertaining to entertainment today must be forced through a soy filter at all costs?They are obviously not trying to make it historically accurate, but inspired by the time, so I really don't see the problem in having mixed races and genders here.
"Gangster: Total War" has a good ring to it, but... come on.
I see nothing wrong with my initial observation, it's not like Romero & co would give a shit about it and redesign the whole thing altogether. This game should be about extremely violent Italians, Jews and Irish people vying for the city itself and murdering each other in the process. Unless you don't have a problem settling for the popamole, non-accurate approach, where your crew would be comprised of black banjo players, women, retirees with walking frames, children, dogs, cats, etc.Why does the presence of women and people of color in a game that does not strive for any perfect historical accuracy make you think that it would be?
If this was in KC: D then sure, I'd agree, but in this game? Come on. I'm actually kinda glad we'll not only see some Italian male stereotypes sitting in a bar too smokey to see anything...
Given the main characters you'll never know that until you actually play the game...It doesn't exactly look like the kind of game that will lecture you about women's rights, racism or anything of the like in dialogues
Much appreciated, thanks a lot!You're honestly coming off as one of those people for whom the mere presence of anything non-white-male playable in a game is an offence in and off itself.
Most games with white American men treat them sympathetically. Hell, in most games (with a setting that makes it possible) you either play one or one accompanies you in some way, etc. That really hasn't changed.I just think there's a problem when you could never dream of making a game where white American men are ever treated sympathetically, but you can make this.
So... you're saying that a Replublican could only love black people due to a divine intervention? Just kidding.Like you could make a game about a Republican lawman out in the old west in the late 1800s who loves and respects black people because God told him to, and it could be completely historically accurate. But Twitter would cancel that immediately.
Well, this is kind of normal for games with protagonists that are part of the Mafia/Yakuza/etc. isn't it?Instead we get this really sick inversion of reality, where the most deeply racist and exploitative groups like the Mafia are held up as heroes.
If the game was trying to be historically accurate.This game should be about extremely violent Italians, Jews and Irish people vying for the city itself and murdering each other in the process.
True, it might become the first Mafia/Gangsters style game that will make all its missions about saving minorities and rectifying social injustices.Given the main characters you'll never know that until you actually play the game...
Have fun with your popamole setting then.This game is fiction, not history. Get it into your thick heads.
We will.Have fun with your popamole setting then.This game is fiction, not history. Get it into your thick heads.
I think you are jumping to conclusions a bit here. First of all, what we see here are not necessarily final numbers (just look at the 100/150 of your guys, seems a bit too static to me to be final, but who knows).
I'm worried about the numbers I see in that screenshot. Your guys seem to have up to 150 HP and a gun only does 33 to 38 points of damage. HP bloat does not an interesting game make.
One of the things that kept me on the edge when playing UFO: Enemy Unknown was that often one hit was enough to kill your soldiers. You had to play it carefully and still there was often losses, which of course caused other issues going forward, etc, you know what I mean.
That screenshot instead immediately made me think of StarCrawlers and its endless fights to slowly whittle down enemies' health bars with no chance of you losing.
Isn't it the way of the Codex?I think you are jumping to conclusions a bit here.
Of course.Isn't it the way of the Codex?I think you are jumping to conclusions a bit here.
I take it you haven't heard of Mafia 3, then.True, it might become the first Mafia/Gangsters style game that will make all its missions about saving minorities and rectifying social injustices.Given the main characters you'll never know that until you actually play the game...
I just highly doubt it.
That had good music at least.I take it you haven't heard of Mafia 3, then.True, it might become the first Mafia/Gangsters style game that will make all its missions about saving minorities and rectifying social injustices.Given the main characters you'll never know that until you actually play the game...
I just highly doubt it.
What gameplay?Dude stfu and focus on the gameplay.