The most noticeable change in the gameplay is the equipping of combat units with two new indicators - "firepower" and "health points", in addition to the remaining "attack", "defense" and "movement points". As the population grows and the eras change, they also visually change - and the colors of the small icon with the numerical designation of this very population and the flag waving here make it easy to distinguish your metropolis from the neighboring one. The nationality of combat and not very units is now determined by the color not of the background of their icon, but of the shield, which even representatives of the most peaceful professions hold in their hands settlements have changed even more - instead of simple cells with a digital indicator of the number of their inhabitants, we can admire the "volumetric" icons, the style of architecture of which can be selected at the start of a new game from four options. You get used to it pretty quickly, despite the fact that the textbook square cells have taken the form of "rhombuses" - well, "pseudo-three-dimensional" landscape elements, images of units and especially cities are definitely pleasing to the eye. The most obvious of these are improvements in terms of graphics: instead of a simple and flat "top view", the main window with the global map now appears in an isometric perspective. We will not repeat to everyone the known things about the gameplay, information about which can be found in the description of the original game on our website, but we will briefly examine only those innovations that Sid Meier's Civilization II can boast of. And besides, it acquired all those details and elements of historical reliability, the lack of which was once lamentable by the co-author of the first game Bruce Shelley, regretting that Sid Meier himself, being true to his credo "no teaching, only entertainment", did not consider need to equip the game with this kind of detail. Thanks to this cautious approach, the novelty has kept almost all the virtues of Sid Meier's Civilization intact, including the gameplay, significantly expanding the range of available wonders, technologies and units and reaching a higher level of balance between them. ![]() At the same time, the authors widely used in their work all those ideas and suggestions that fans of the first game sent to Microprose almost in sacks - of course, trying, first of all, not to spoil anything - but only to deepen, expand and refine. ), Douglas Kaufman and Jeffrey Briggs (a man of many talents - who started out as a composer, in this game he acted, in addition to a co-designer, also as a producer, and later headed Firaxis, which continued to release strategies under the famous brand). Fortunately, the Civilization II case was in the hands of experienced craftsmen, exactly on the eve of this case, in 1994, who released Sid Meier's Colonization: Brian Reynolds (who was the head and soul of the entire team) was responsible for the design of the sequel to the world's first epic strategy.
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