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#also they recently patched in a fix for a really serious gameplay bug
girlbob-boypants · 2 years
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Know that I say this as someone who plays and has fun with the game but
Eso is a bad game.
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kamerontwph034 · 5 years
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one. The 1st Battle Go
The initial struggle pass in Period one will probably be free of charge as It is just a check. It'll be introduced from the forthcoming third period named Procedure Ember Rise. It'll be in the form of Mini struggle pass that will balance matters along with optimizing the monetization.
two. Period two
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Period 4 will get a complete-fledged royal battle pass that can have each premium and free tracks. There will be additional Tale elements injected in the story as the game isn't going to permit a solo player marketing campaign, and won't ever get any either. Alexander Karpazis, the Presentation Director, described it as a New Monetization Product or service. Ubisoft needs the no-paying out customers to get rewards in addition.
Rainbow 6 Siege will likely be having another product for monetization. It'll be esports skin supplied by the professional teams. It will be a A part of the Stage 2 Pilot software which happens to be to get released on September 19. The objective previously was to introduce weapon skins distinctive to the pro groups. This final decision is taken to provide revenues to the pro teams so that they can build a vocation in esports. The earnings sharing is going to be 70-30 with the teams obtaining 30%.
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As of now, Ubisoft is charging individually for different variations of Rainbow Six Siege activity. Also:
· Top quality weapon and character skins
· New operators
· Charms
· Elite skins
· Loot containers readily available during events.
The most recent example of loot boxes will be the Showdown mode with Outdated West concept.
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terryblount · 5 years
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Anno 1800 Review: A Quality Copy of Itself
Anno 1800 is an engrossing and fantastic mix of city building, economic simulation, and real-time strategy. It’s so easy to get sucked in to the whole affair, as the hours fly by and your empire slowly expands. Granted, there’s much micro-management required, and the game strongly favors those of us with a patient dedication to detail. Still, there’s a soothing rhythm to it all if you can find the groove hiding within the various complex systems.
What is Anno Gameplay?
If you’ve never played an Anno game before, let me try to summarize what you actually do. Starting with an empty island, you place houses and production buildings thereupon, connecting everything together with roads. As your population grows their needs increase, which are fulfilled by newly unlocked buildings.
Our cities grow up so quickly! Fine craftsmanship, here we come!
After fulfilling all the current needs of your populace, you can upgrade their houses to unlock even more needs. Anno is basically a game of ever-expanding needs fulfillment—they once longed for fish and schnapps but soon will require sausage, bread, beer, and oh so much more!
Eventually you’ll have to expand to new islands because your people will demand more goods not available on your first location. This leads to the need for ships and trade routes, and soon enough you’ll have a huge fleet all for the purpose of meeting those pesky population needs.
There’s a pleasant ebb and flow to Anno. At times you’re perplexed as to your people’s desires, trying to set up new production chains and deliver the goods. Then a short while later everyone is content, and you can sit back and watch the gold roll in. Of course you can’t relax for long because there’s others who also are trying to seize islands and produce goods—the rival players, be they actual humans in the multiplayer mode or AI characters.
The diplomacy screen helps you try to make nice with others…or be a big jerk!
The complex interaction between building up your cities, producing goods, and dealing with other characters leads to an intense and intellectual challenge that has defined the Anno series for over two decades. Speaking of the series, let me explain the history of the Anno franchise because learning is fun!
An Anno Anthology
Anno began in the year 1602. Wait, no. What I mean to say is the first game in the series was called Anno 1602 and came out way back in 1998, created by a now-defunct company called Max Design. It was a 2D isometric city-builder with goods-based management systems and some real-time strategy elements, and it became quite popular, especially in its home region of Austria/Germany.
Just a pretty screenshot of a ship at sea. Anno 1800 is a very nice looking game!
The inevitable sequel, Anno 1503, was released in 2003, also created by Max Design. It, too, was well-received even if it was very similar to the first game. 2006 saw a big jump in the series with Anno 1701, featuring charming 3D graphics and excellent gameplay depth, winning over many new fans the world over. This new generation of Anno was created by Related Designs, a German studio new to the series. They would go on to develop all the rest of the main Anno games, although they were merged into Ubisoft Blue Byte a while back.
Three years later saw the culmination of years of fine-tuning with Anno 1404. Many consider this 2009 game to be the pinnacle of the series (at least until now, debatably). It was (and is) a brilliant mix of charm and complexity merged with polished 3D graphics, excellent gameplay, and much replayability.
This Anno gives you back the complex trade routes system from the prior Anno games.
Then developers opted to go where no Anno game had gone before: the future. 2011 saw Anno 2070, and 2015 saw Anno 2205. Confused yet? Both titles were disappointments to long-time Anno fans. It wasn’t the futuristic setting that was the problem per se—it was the dumbing down of the gameplay and extreme cuts to content.
Both futuristic titles saw traditional story campaigns mostly cut out. Proper AI enemies were lacking. Combat was contrived, and trading was overly-simplified. The games felt a bit soulless. Oh, and the games became “always online” and “games as a service” through Ubisoft’s frustrating Uplay system and other DRM schemes. In short, Anno’s future was a big letdown!
Anno in 2019: Copy & Paste
The prior history of Anno is necessary to understand Anno 1800. It’s an intentional return to the roots of the series: charming historical simulation with robust gameplay features. If you read between the lines of the marketing, the message has been clear: Anno 1800 is a good Anno game again with a story, proper AI, and all the beloved features from the Anno’s of old!
And they’re not kidding about this game including the features of the old games. They’ve recreated Anno 1404’s gameplay to such an extreme degree. Seriously, this game plays identically to Anno 1404 in all the significant elements. It’s not a stretch to say it’s basically the same game as the ten-year-old Anno 1404, and this is the game’s biggest strength and disappointment.
There’s a secret first-person mode (Ctrl-Shift-R). You can get some nice shots with it.
Being an Anno 1404 clone is wonderful because, as noted, the 2009 Anno is charming, expansive, and a joy to play, even to this day. However, it’s disappointing because long-time Anno fans have already been there and done that since 2009.
Therefore, your feelings on Anno 1800 will largely be guided by your experience with the series. If you’ve never played Anno 1404 then you’re likely to be quite mesmerized by Anno 1800’s creative spirit and whimsical world, never knowing it was already done in the same fashion a decade ago.
For me, though, I have played Anno 1404, and I’m honestly uncertain if I’d rather play the new, shiny Anno 1800 or the tried and true (and very inexpensive) Anno 1404. Read on to find out why I’m torn.
My Anno Experience
I began playing Anno with Anno 1701, but it was Anno 1404 that made me fall in love with the series. I spent several years putting over 400 hours into Anno 1404, and I even made the unofficial patch for the game, which fixes literally thousands of issues (it took a lot of effort!). In fact, the developers even contacted me years ago about including my fixes in a planned new version of the game, but that project was canceled sadly.
Back on topic, besides playing extensively I have a serious understanding of how these games work under the hood. This is why I was taken aback to see this modern Anno 1800 be programmed to function in virtually the same way as Anno 1404, including some of the same UI issues and quest bugs!
OCD players will find much to obsess about. I must build with symmetry! I must!!
Hence, I found it fairly amusing to read some of the developer blogs about AI, supply chains, and other gameplay features. They’d talk about creating the systems for this game, and I couldn’t help but chuckle because the systems are copied from Anno 1404!
I guess it’s not stealing if you’re stealing from your own prior game…but let’s not act like this stuff is new! Although Anno 1800 does include new features, to be fair. Let’s discuss the new stuff.
Anno 1800’s New Features
This latest entry does provide some excellent additions to the Anno formula, including concepts such as Workforce, Influence, Propaganda, Expeditions, and Electricity. We’ll tackle each one in turn.
Workforce requires you to carefully balance your population between a pyramid of classes, starting with Farmers and Workers, and moving up to Artisans and Engineers and beyond. The trick is only certain population classes can perform certain jobs, and managing this system is a rewarding challenge.
Influence is a new (and controversial) feature that grows with your population and must be used for various tasks such as military and trade expansion. It’s not explained well in the game, sadly. However, after understanding the system, it does feel like a nice addition to the game to guide you into specializations based on your gameplay goals.
The Influence system menu. It’s quite confusing at first, but it’s a nice system overall.
Propaganda is controlled by your newspaper, which is pops up every so often in your game, requiring you to choose to spend Influence to alter the news (‘alternative’ facts). It’s a fun system that adds a bit of flavor to the game experience, helping you see recent events or issues in your game world. Although, after playing for dozens of hours it becomes a bit of a chore to have to review the newspaper over and over. An option to auto-select certain Propaganda would been nice.
The newspaper screen. Notice my use of propaganda on the far right. Important news!
Expeditions are Anno 1800’s take on text-based ‘Choose Your Own Adventure’ stories. You send out ships on long journeys, and if you equip the right supplies and items and fortune favors you, you might survive long enough to find treasures and return home safely. It’s a fun system to be sure, and it helps break up the typical gameplay loop. I really enjoyed finding all the different options and results from the various text-stories presented.
Fun text adventures! Notice my ship is ultra-powerful. I have a 195% chance to win. Good!
Electricity is a wonderful historical addition, given the industrial revolution setting of the game. After many hours of playing and building your empire, you’ll eventually unlock the potential to generate electricity to turbo-boost your production capabilities and allow you to attract the most lucrative population class to your cities. Figuring out how to lay railroad and manage your power grid is a challenging but fun late-game activity.
Building Culture: Museums and Zoos
Do you like collecting animals and artifacts? Of course you do! Anno 1800 knows this and includes two extremely enjoyable new module-style buildings: the museum and zoo. Both give nice benefits to your city, such as helping to attract visitors. There’s a very strong ‘gotta collect ’em all’ impulse that makes this gameplay element very addictive.
An expedition gives me some nifty sea creatures for my zoo! It’ll be zootopia soon!
How do you get these fascinating animals and artifacts, you ask? Several ways! Expeditions are a great source, but later you’ll get help from the World’s Fair. Speaking of which…
End-Game Fun: World’s Fair Exhibitions!
Another new and excellent addition is the ultimate end-game goal: building and operating a world’s fair. This is a very cool historical theme since the first world’s fair was held in 1851 in real life. Reaching this point is basically the equivalent of a raid or bonus dungeon in other games—it’s the final end-game goal.
Here is the World Fair building being built. It’s a very complex process to create such a place!
To put it into perspective, it took me about 80 hours to finally build the World’s Fair, and it felt really good to finally hold the biggest and best world’s fair ‘exhibition’ possible after about 90 hours of hard work building my empire. The reason this review is so late is because I wanted to ensure I’d experienced this final goal, and I can report to you that it’s gloriously good times!
The Rest of the Review: Issues
I really do love Anno 1800. However, the game does have a lot of issues. Much of my frustration is that they copied Anno 1404 so much but didn’t go the extra step of solving some of the problems the series has had for so many years. Hence, the rest of this review is going to be a whole bunch of criticisms and problems with the game, even though I do love playing it.
The Campaign: Weak!
I’ve gone this far in the review and haven’t even mentioned the campaign. I suppose that’s fitting because the campaign is nothing more than a glorified tutorial that plays out over some 8 to 10 hours (longer on higher difficulties).
The campaign has some cutscenes with voiced characters. It’s…decent, but not great.
The storytelling is weak but semi-adequate, giving a modest investment in characters and happenings. However, the story ends very abruptly and without much resolution. I also experienced a glitch wherein the final battle failed to happen and I won without completing the final quests, which was anticlimactic.
Also unfortunate is the lack of tutorial quests for certain key features. The game never bothers to explain trade routes, despite these being absolutely essential to grow your civilization and finish the campaign. A bizarre oversight.
Overall, the campaign is lame. It needed to go on a lot longer, with a proper plot and resolution.
Questing & Bugs
Anno 1800 features a virtually identical quest system from Anno 1404, although a few new types of quests have been added. Random residents will offer various quests from time to time. Trading partners and NPCs will also give quests such as escort, destroy, deliver, and photograph. Overall, there’s hundreds of these.
Sadly some of these quest types that are as maddening as they were 10 years ago, such as puzzle quests where you have to find and click on very tiny little objects in your massive cities. Then again, you can delete any non-story quest at any time.
There’s fun multi-part quests in the game. The 2nd part of this one is bugged though…
Unfortunately, a fair amount of quests are bugged. I find this pretty funny since many of the quest issues are literally the exact same XML programming errors that I fixed all those years ago in Anno 1404. Maybe they’ll fix the issues in future patches…of course they never did for Anno 1404 (see my unofficial patch for that game).
Old World, New World Blues
Another gameplay change from Anno 1404 is the two distinct world spaces. In Anno 1404, you played a single world space with the upper half representing Europe (Occident) and the lower half representing the Middle/Far East (Orient). In Anno 1800, the game splits the spaces into two unique “sessions” (Old World, New World).
Here’s the world map screen. You almost never use this view, but it’s pretty!
It’s true that it’s more realistic to have separate spaces for the different geography, and the concept is excellent. However, the execution gets a bit obnoxious and invasive to the play experience.
The simple fact is we humans can only focus on one screen at a time, so having two different game maps playing out with one always hidden means constant interruptions and unknown events occurring. Fighting a war on two different screens, for example, simply isn’t fun.
This is very much like trying to play two games of speed-chess at the same time. It sounds interesting in theory, but unless you’re a strategy god, the split-attention results in a lesser experience on both sides.
A Huge Fail: Missing Profile Tracking
One hallmark of the Anno series is robust tracking of your game accomplishments tied to your universal player profile. Anno 1404 is the gold standard in this regard. It features over 300+ tracked accomplishments and 25 special medals. Moreover, there were very fun unlocks as you progressed, letting you get new city ornaments, portraits, titles, and more. A huge joy for fans (called Annoholics) was to slowly make progress toward the fabled 100% complete player profile. It was a badge of honor to know and share your profile progress.
Anno 1800 lacks all of this. All you get is barely 40 Uplay achievements, and some boring ‘Club rewards’ you spend Uplay points to unlock. This is very unfortunate since the game has literally all the same features as Anno 1404 that beg to be recorded and bragged about.
Also strange is how there’s a photograph feature in the game, but it’s only used for quests. There is no photo gallery or showcase or anything like that. This is another missed opportunity to let players showcase their cities in a more permanent player profile fashion.
This is me taking a photograph for a quest, nothing more. There is no photo gallery.
In regard to quests, there are many extensive multi-part quests, but unlike Anno 1404, Anno 1800 doesn’t have any tracking system to prove you’ve befriended the AI and learned their back stories. And the new Expeditions feature would be perfect for tracking all the different outcomes. But alas, the developers couldn’t be bothered with all this.
To summarize, for a game that copies Anno 1404 in nearly every single way, it’s an epic fail to remove the amazingly fun tracking system that kept players motivated for hundreds of hours across dozens of playthroughs and scenarios. Bad developers!
Where are the Scenarios?
Speaking of scenarios, another totally absent feature in this modern game is custom challenges, known as scenarios in Anno 1404. In that game you could take on special modes requiring you to build a monument in so many hours or begin in great debt on a unique island.
Anno 1800 has zero scenarios and only has one game mode: the sandbox. I say this because even the story campaign takes place in a sandbox environment, opening up to an unguided sandbox mode after only about 10 hours.
At least you can select your difficulty and customize the game options. Expert is quite hard.
So let’s review. Anno 1800 copies Anno 1404’s gameplay in nearly every way, but it removes all scenarios, which added dozens and dozens of hours of diverse gameplay challenges. Epic fail.
DirectX 12 Crashing!
Note that many players, including myself, get constant crashes when using the DX12 renderer. I had dozens of crashes and two hard locks requiring a manual restart of my computer. Even after two patches, the crashes still occur. Fortunately, switching to DX11 completely eliminated the crashes for me, but the framerate is slower—a sad but necessary tradeoff.
Ubisoft Store, Epic Store, No Steam
There’s also the controversy with the way the game is sold. It was yet another title to be yanked off Steam shortly before its release. Now you can only buy it from Ubisoft directly or from the Epic Store (possibly). The good news is Anno 1404 is on Steam (it goes by ‘Dawn of Discovery’ in North America).
Other Various Concerns
The gameplay UI is great in some ways but horrible in others. The trade routes interface is especially obnoxious, with the ‘delete’ button overlapping other buttons at times. Some UI buttons simply don’t work, such as some ‘jump to event’ notifications. Overall, the UI is very workable, but it’s not ideal.
The game also features an Attractiveness system for each city. Honestly though, I mostly ignored it all because the game doesn’t do enough to show you the benefits of the system.
Here’s the Attractiveness system. Most players will likely ignore it though…
Despite a robust keyboard customization menu, certain commands can’t be bound to keys for no apparent reason. It would have been nice to have quick shortcuts for every building option, much like how most Windows applications have shortcuts to open Edit->Cut and this type of thing.
There’s also an unfortunate lack of statistics and charts to help you understand where you money is going and how to more efficiently manage your empire. Fortunately, the developers have promised to add a building in a future patch (first featured in the Anno 1404 expansion from 2010, ironically), so hopefully soon we’ll have more tools to manage our empire.
Conclusion: A Gorgeous, Great Game
I loved playing Anno 1800. Yes, the core gameplay is in many cases identical to Anno 1404, but an updated version of such a beloved Anno game isn’t a bad thing. The same engrossing ‘just one more hour’ gameplay draws the player into the world, testing the dedication, intellect, and patience of the player through cunning planning and strategies.
It’s an easy game to pick up and play, making some progress each gameplay session. Soon enough the narrator will say, ‘Warning: you’ve been playing for two hours,’ and you won’t even realize the time has flown by. Over weeks and months you can watch your empire expand, eventually reaching the end-game and proving your Anno-worth.
It’s too bad they’ve ripped out nearly all the player profile tracking and failed to include special gameplay scenarios. It’s also unfortunate online co-op isn’t ready yet and may take many more months to be included. The bugs and other issues also drag down the experience.
Here’s a screenshot showcasing Anno 1800’s beauty and charm after 80+ hours.
Ultimately, Anno 1800 is the smoothest Anno experience available, with some excellent new features to keep you hooked for a long while. So if you want to play the latest and semi-greatest, go for Anno 1800.
However, picking up Anno 1404 Gold Edition for super-cheap is also a very viable and excellent choice since it gives you the same fundamentally excellent gameplay with more actual content. …Just make sure you use my unofficial patch if you do play Anno 1404. And no, I ain’t going to make one for Anno 1800. The developers should have learned to fix their own darn Anno bugs by now!
Gorgeous city building
Engrossing management
Soothing ebb and flow
Expedition diversions
Museums and zoos
Late-game electricity
End-game world’s fair
Old/New world concept
Lame, short campaign
No scenarios (sandbox only)
Few achievements/tracking
Quest bugs, UI issues
DX12 crashes, locks
Lacks statistics/charts
So much like Anno 1404
Old/New world execution
Playtime: 100 hours total. Nick spent 10 hours finishing the story (tutorial). Another 10 hours were spent reaching 20,000 inhabitants. Another 20 hours allowed Nick to reach the ‘Engineer’ population level, with two nicely built cities. Then 10 hours was spent wiping out the remaining AI players and seizing their lands. So at 50 hours in, Nick had conquered all and could begin building his perfect empire, free from distractions. It took another 15 hours to reach ‘Investors,’ the game’s highest population level. At 80 hours, Nick ultimately reached his objective of unlocking all buildings and providing all goods to his people, with a final population count of 90,000. Many world’s fair exhibitions were held. The galaxy was at peace.
Computer Specs: Windows 10 64-bit computer using an Intel i7-3930k CPU, 32GB of memory, and a nVidia GTX 980 Ti graphics card.
Also read the Anno 1800 PC Performance Analysis.
Anno 1800 Review: A Quality Copy of Itself published first on https://touchgen.tumblr.com/
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jackkel-dragon · 7 years
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Blue Reflection “Steam” Review
I wrote up a long review for a game I’ve been playing lately, and was going to post it as a Steam review until I noticed that my review went over the character limit. Since I couldn’t find a way to cut it down that I liked, I decided to post the full version of the review here. Behind a read more for length and spoilers. (Spoilers are also behind a warning to make the main review low-spoiler.)
Blue Reflection is a magical girl JRPG, a type of game I've been hoping to see for a while. It plays similarly to a Persona game, where it is split into daily life segments for getting to know the characters and otherworld segments for exploring and fighting.
The story is very character-focused, which works to its favor. Most of the story involves the main character gaining power through empathizing with others, allowing herself and those she meets to grow. This power is used to fight supernatural monsters from outer space and the negative emotions they impose on an otherworld sustained by humanity's collective unconscious. While there is an overarching plot, it doesn't get much play until near the end of the game. More information than that goes into spoiler territory, so that will be addressed later.
The "daily life" gameplay is very similar to the Persona series, albeit simpler and more streamlined. Outside of story chapters, free time can be spent exploring the school, completing side quests, or spending time with friends. There are several interesting things you can find in the school, particularly an odd collectible-like system where finding glowing spots in the school will open up new topics for the main character's IM app. Side quests involve either jumping into the otherworld to fight monsters/collect items, or simply bringing items to the person in question. While simple in design, each side quest has an interesting hook to give context to the mission, and so it's interesting to see what each student has problems with. Spending time with friends works similarly to Social Links/Confidants in the Persona series, where you get special events at certain levels of affection. During some of these events, the player may get a choice on how to respond, which changes the skill the player earns from completing that event. There is also a system where, at the end of each day, the player can decide what to do at night, which can cause certain events to play the next morning (sometimes giving stat boosts). There's no real time limit to free time, so it's possible to complete everything except for alternate scenes in a single playthrough.
The other gameplay for the game takes place in "The Common", an otherworld that is shaped by the collective unconscious. Because of its nature, it is split into certain "zones" such as Joy and Fear. Here the player fights monsters and prepares to fight the "Sephirot", giant monsters from outer space. The basic exploration will be familiar to those who have played the Atelier games, since it involves the same kind of on-screen monster icons and the ability to find items in certain areas. Battles are turn-based, though there are some interesting systems unlocked later in the game that make the wait time between turns an active part of the battle (such as allowing the use of a special meter to heal or accelerate turns). Instead of having XP, the game uses "growth points" to level up, which are gained exclusively from story progress and spending time with friends in daily life. This reduces some of the grind found in other JRPGs. On the other hand, it's easy enough to grind growth points from spending time with friends that combat will be easy for most of the game, even on the hardest difficulty. Each character also learns far more skills than you will ever need to use, and some skills end up being redundant because of this. While there is a system for learning specific skills in the growth point system, whatever combination of level ups you decide on will end up leaving you more than powerful enough to win. This is made even easier since HP/MP is restored after each fight. Battles can still be fun once you've become overpowered, but don't go into the game expecting something as difficult as a Megami Tensei game.
The last major gameplay element involves fighting the giant bosses. These are 2-3 phase fights that involve a single large enemy with multiple parts. You can finish each phase just by killing the main part, but each sub-part you kill will be inactive for a while and cause a debuff to the main body. These fights also allow the non-magical friends of the main character to support the team, usually with small buffs or attacks that increase the special gauge (which allows for certain abilities between turns later in the game, as mentioned earlier). These fights are usually about as easy as the rest of the game, but may take a bit longer due to high HP and the need for the player to heal.
Overall, it's a fun magical girl RPG, though not something for anyone looking for a challenge. This is very much a game focused on the stories of its major characters, with the main story and battles as part of the experience (but not the focus).
A note on the PC port: The game no longer has a game-breaking crash thanks to a patch, but it still is pretty resource-hungry and can crash under certain conditions. If you don't have a pretty recent computer, it may be better to look into the PS4 version.
Now, onto some spoiler talk... If you want to go in blind, the review essentially ends here.
====SPOILERS====
Note: I'm going to assume some basic knowledge of character names and such, in order to avoid making this part of the review longer than it already is.
To start with, I really like the characters and most of the story of the game. That might come into question with my later ramblings if I don't point it out right away. It's mostly how the main plot was handled near the end that gets to me.
With that said, let's start with some good things about the story. I really like most of the characters, and they all have really nice stories when you complete their friendship events. Even some characters that I wouldn't give a chance in real life ended up growing on me. The daily life main plot regarding the school festival was also a really nice way to explain why Hinako was getting so close to her classmates.
Now, something I have a problem with is the Sephirot. Aside from sounding cool, I have a hard time finding out what connections they have to Kabbalah and its philosophy. Aside from surface connections (Yesod, the foundation, being the first one fought; Da'at/Daath, the place where all Sephirot are one, being the last fought), I can't see a whole lot of how these space monsters are connected to Jewish mysticism. Now, the series everyone thinks inspired the game--the Megami Tensei franchise--also makes heavy use of mythology in every game. But those games also show their work in how everything connects to what they are named after. The tarot arcana in the Persona series are always thematically related to the people they are assigned to. The initial and ultimate personae of the leads are connected to the theme of the game. (For example, Orpheus/Thanatos are connected to Death.) Aside from Daath's sudden idea to combine all of humanity into one being, I don't see much connection between Blue Reflection's Sephirot and the real world's idea of Sephirot. Maybe this is a lack of research on my part, but it still bugs me.
The main plot also contradicts itself and becomes a mess near the end. Yuzu and Lime being ghosts is actually foreshadowed fairly early, but then gets swept under the rug until the reveal. More importantly, Daath directly contradicts things that Yuzu, Lime, and Yuri claim, and no one explains why this thing that shows up in the last twenty minutes of the game is suddenly changing all the information we were told. For instance, Yuzu and Lime claim that there are 22 singularities, each with a Reflector. This is further shown in a scene without Hinako that proves they aren't lying to her about this. But then, after they are outed as ghosts, they say there is only one Reflector at a time. Hinako never addresses this, and Daath later points out that only Hinako is a Reflector. There's a lot more I could complain about Daath, really. Yuzu and Lime also recognize it (him?) when he decides to show up in the final scene, yet never thought to mention him to Hinako before he started killing and absorbing people.
Even worse than Daath is the ending. I was mostly okay with it at first, despite not liking how many Japanese stories seem to end with timeloops or resets. (I have to wonder if Puella Magi Madoka Magica inspired Blue Reflection to use this particular trope, despite this game not needing such a plot point.) But the more I think about it, the suckier it is without making some serious assumptions. Basically, Yuzu and Lime return to being dead. Daath is gone, but apparently might come back later (he's not clear on whether he's dying or not). But everything else in the story snaps back to the opening cutscene, aside from Hinako remembering some of what happened. This memory alone seems to warrant a bittersweet, rather than downer, ending. But keep this in mind: this means that all twelve of Hinako's friends and all of the sidequest characters are back to where they were at the start of the game. Rin is back to being indecisive about her crush. Sarasa is back to being bitter and upset that Hinako stopped ballet. Shihori is back to being hated for something she isn't doing. Mao is back to being a loner jerk that keeps others at arms length. All of those problems that Hinako fixed are now undone, and now she doesn't have magic or Yuzu/Lime to help her re-fix everything. You have to assume that Hinako can befriend everyone again and help them in more mundane ways to solve their problems, otherwise the ending is really depressing. Yet Hinako is just happy that she didn't forget about Yuzu and Lime, and we're supposed to be okay with just that. I thought this game was about empathy and friendship overcoming adversity, not how everything one does in life is ultimately pointless.
There are other things that bother me, but those are the more major ones. Accidentally undercutting the premise of the story in the last half hour of the game is not really a good way to leave a lasting impression. I still like the game, but unless a sequel/spinoff fixes some of the issues, I have to mentally rewrite or re-contextualize the ending in order to be okay with it.
At any rate, I still recommend the game. It's a fun game, and the character-focused parts of the story are really good. As a story of how Hinako comes to terms with not being able to dance again thanks to her new friends, it works well. Just try not to take the self-contradicting myth arc too seriously if you don't want to get annoyed.
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terryblount · 5 years
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Anno 1800 Review: A Quality Copy of Itself
Anno 1800 is an engrossing and fantastic mix of city building, economic simulation, and real-time strategy. It’s so easy to get sucked in to the whole affair, as the hours fly by and your empire slowly expands. Granted, there’s much micro-management required, and the game strongly favors those of us with a patient dedication to detail. Still, there’s a soothing rhythm to it all if you can find the groove hiding within the various complex systems.
What is Anno Gameplay?
If you’ve never played an Anno game before, let me try to summarize what you actually do. Starting with an empty island, you place houses and production buildings thereupon, connecting everything together with roads. As your population grows their needs increase, which are fulfilled by newly unlocked buildings.
Our cities grow up so quickly! Fine craftsmanship, here we come!
After fulfilling all the current needs of your populace, you can upgrade their houses to unlock even more needs. Anno is basically a game of ever-expanding needs fulfillment—they once longed for fish and schnapps but soon will require sausage, bread, beer, and oh so much more!
Eventually you’ll have to expand to new islands because your people will demand more goods not available on your first location. This leads to the need for ships and trade routes, and soon enough you’ll have a huge fleet all for the purpose of meeting those pesky population needs.
There’s a pleasant ebb and flow to Anno. At times you’re perplexed as to your people’s desires, trying to set up new production chains and deliver the goods. Then a short while later everyone is content, and you can sit back and watch the gold roll in. Of course you can’t relax for long because there’s others who also are trying to seize islands and produce goods—the rival players, be they actual humans in the multiplayer mode or AI characters.
The diplomacy screen helps you try to make nice with others…or be a big jerk!
The complex interaction between building up your cities, producing goods, and dealing with other characters leads to an intense and intellectual challenge that has defined the Anno series for over two decades. Speaking of the series, let me explain the history of the Anno franchise because learning is fun!
An Anno Anthology
Anno began in the year 1602. Wait, no. What I mean to say is the first game in the series was called Anno 1602 and came out way back in 1998, created by a now-defunct company called Max Design. It was a 2D isometric city-builder with goods-based management systems and some real-time strategy elements, and it became quite popular, especially in its home region of Austria/Germany.
Just a pretty screenshot of a ship at sea. Anno 1800 is a very nice looking game!
The inevitable sequel, Anno 1503, was released in 2003, also created by Max Design. It, too, was well-received even if it was very similar to the first game. 2006 saw a big jump in the series with Anno 1701, featuring charming 3D graphics and excellent gameplay depth, winning over many new fans the world over. This new generation of Anno was created by Related Designs, a German studio new to the series. They would go on to develop all the rest of the main Anno games, although they were merged into Ubisoft Blue Byte a while back.
Three years later saw the culmination of years of fine-tuning with Anno 1404. Many consider this 2009 game to be the pinnacle of the series (at least until now, debatably). It was (and is) a brilliant mix of charm and complexity merged with polished 3D graphics, excellent gameplay, and much replayability.
This Anno gives you back the complex trade routes system from the prior Anno games.
Then developers opted to go where no Anno game had gone before: the future. 2011 saw Anno 2070, and 2015 saw Anno 2205. Confused yet? Both titles were disappointments to long-time Anno fans. It wasn’t the futuristic setting that was the problem per se—it was the dumbing down of the gameplay and extreme cuts to content.
Both futuristic titles saw traditional story campaigns mostly cut out. Proper AI enemies were lacking. Combat was contrived, and trading was overly-simplified. The games felt a bit soulless. Oh, and the games became “always online” and “games as a service” through Ubisoft’s frustrating Uplay system and other DRM schemes. In short, Anno’s future was a big letdown!
Anno in 2019: Copy & Paste
The prior history of Anno is necessary to understand Anno 1800. It’s an intentional return to the roots of the series: charming historical simulation with robust gameplay features. If you read between the lines of the marketing, the message has been clear: Anno 1800 is a good Anno game again with a story, proper AI, and all the beloved features from the Anno’s of old!
And they’re not kidding about this game including the features of the old games. They’ve recreated Anno 1404’s gameplay to such an extreme degree. Seriously, this game plays identically to Anno 1404 in all the significant elements. It’s not a stretch to say it’s basically the same game as the ten-year-old Anno 1404, and this is the game’s biggest strength and disappointment.
There’s a secret first-person mode (Ctrl-Shift-R). You can get some nice shots with it.
Being an Anno 1404 clone is wonderful because, as noted, the 2009 Anno is charming, expansive, and a joy to play, even to this day. However, it’s disappointing because long-time Anno fans have already been there and done that since 2009.
Therefore, your feelings on Anno 1800 will largely be guided by your experience with the series. If you’ve never played Anno 1404 then you’re likely to be quite mesmerized by Anno 1800’s creative spirit and whimsical world, never knowing it was already done in the same fashion a decade ago.
For me, though, I have played Anno 1404, and I’m honestly uncertain if I’d rather play the new, shiny Anno 1800 or the tried and true (and very inexpensive) Anno 1404. Read on to find out why I’m torn.
My Anno Experience
I began playing Anno with Anno 1701, but it was Anno 1404 that made me fall in love with the series. I spent several years putting over 400 hours into Anno 1404, and I even made the unofficial patch for the game, which fixes literally thousands of issues (it took a lot of effort!). In fact, the developers even contacted me years ago about including my fixes in a planned new version of the game, but that project was canceled sadly.
Back on topic, besides playing extensively I have a serious understanding of how these games work under the hood. This is why I was taken aback to see this modern Anno 1800 be programmed to function in virtually the same way as Anno 1404, including some of the same UI issues and quest bugs!
OCD players will find much to obsess about. I must build with symmetry! I must!!
Hence, I found it fairly amusing to read some of the developer blogs about AI, supply chains, and other gameplay features. They’d talk about creating the systems for this game, and I couldn’t help but chuckle because the systems are copied from Anno 1404!
I guess it’s not stealing if you’re stealing from your own prior game…but let’s not act like this stuff is new! Although Anno 1800 does include new features, to be fair. Let’s discuss the new stuff.
Anno 1800’s New Features
This latest entry does provide some excellent additions to the Anno formula, including concepts such as Workforce, Influence, Propaganda, Expeditions, and Electricity. We’ll tackle each one in turn.
Workforce requires you to carefully balance your population between a pyramid of classes, starting with Farmers and Workers, and moving up to Artisans and Engineers and beyond. The trick is only certain population classes can perform certain jobs, and managing this system is a rewarding challenge.
Influence is a new (and controversial) feature that grows with your population and must be used for various tasks such as military and trade expansion. It’s not explained well in the game, sadly. However, after understanding the system, it does feel like a nice addition to the game to guide you into specializations based on your gameplay goals.
The Influence system menu. It’s quite confusing at first, but it’s a nice system overall.
Propaganda is controlled by your newspaper, which is pops up every so often in your game, requiring you to choose to spend Influence to alter the news (‘alternative’ facts). It’s a fun system that adds a bit of flavor to the game experience, helping you see recent events or issues in your game world. Although, after playing for dozens of hours it becomes a bit of a chore to have to review the newspaper over and over. An option to auto-select certain Propaganda would been nice.
The newspaper screen. Notice my use of propaganda on the far right. Important news!
Expeditions are Anno 1800’s take on text-based ‘Choose Your Own Adventure’ stories. You send out ships on long journeys, and if you equip the right supplies and items and fortune favors you, you might survive long enough to find treasures and return home safely. It’s a fun system to be sure, and it helps break up the typical gameplay loop. I really enjoyed finding all the different options and results from the various text-stories presented.
Fun text adventures! Notice my ship is ultra-powerful. I have a 195% chance to win. Good!
Electricity is a wonderful historical addition, given the industrial revolution setting of the game. After many hours of playing and building your empire, you’ll eventually unlock the potential to generate electricity to turbo-boost your production capabilities and allow you to attract the most lucrative population class to your cities. Figuring out how to lay railroad and manage your power grid is a challenging but fun late-game activity.
Building Culture: Museums and Zoos
Do you like collecting animals and artifacts? Of course you do! Anno 1800 knows this and includes two extremely enjoyable new module-style buildings: the museum and zoo. Both give nice benefits to your city, such as helping to attract visitors. There’s a very strong ‘gotta collect ’em all’ impulse that makes this gameplay element very addictive.
An expedition gives me some nifty sea creatures for my zoo! It’ll be zootopia soon!
How do you get these fascinating animals and artifacts, you ask? Several ways! Expeditions are a great source, but later you’ll get help from the World’s Fair. Speaking of which…
End-Game Fun: World’s Fair Exhibitions!
Another new and excellent addition is the ultimate end-game goal: building and operating a world’s fair. This is a very cool historical theme since the first world’s fair was held in 1851 in real life. Reaching this point is basically the equivalent of a raid or bonus dungeon in other games—it’s the final end-game goal.
Here is the World Fair building being built. It’s a very complex process to create such a place!
To put it into perspective, it took me about 80 hours to finally build the World’s Fair, and it felt really good to finally hold the biggest and best world’s fair ‘exhibition’ possible after about 90 hours of hard work building my empire. The reason this review is so late is because I wanted to ensure I’d experienced this final goal, and I can report to you that it’s gloriously good times!
The Rest of the Review: Issues
I really do love Anno 1800. However, the game does have a lot of issues. Much of my frustration is that they copied Anno 1404 so much but didn’t go the extra step of solving some of the problems the series has had for so many years. Hence, the rest of this review is going to be a whole bunch of criticisms and problems with the game, even though I do love playing it.
The Campaign: Weak!
I’ve gone this far in the review and haven’t even mentioned the campaign. I suppose that’s fitting because the campaign is nothing more than a glorified tutorial that plays out over some 8 to 10 hours (longer on higher difficulties).
The campaign has some cutscenes with voiced characters. It’s…decent, but not great.
The storytelling is weak but semi-adequate, giving a modest investment in characters and happenings. However, the story ends very abruptly and without much resolution. I also experienced a glitch wherein the final battle failed to happen and I won without completing the final quests, which was anticlimactic.
Also unfortunate is the lack of tutorial quests for certain key features. The game never bothers to explain trade routes, despite these being absolutely essential to grow your civilization and finish the campaign. A bizarre oversight.
Overall, the campaign is lame. It needed to go on a lot longer, with a proper plot and resolution.
Questing & Bugs
Anno 1800 features a virtually identical quest system from Anno 1404, although a few new types of quests have been added. Random residents will offer various quests from time to time. Trading partners and NPCs will also give quests such as escort, destroy, deliver, and photograph. Overall, there’s hundreds of these.
Sadly some of these quest types that are as maddening as they were 10 years ago, such as puzzle quests where you have to find and click on very tiny little objects in your massive cities. Then again, you can delete any non-story quest at any time.
There’s fun multi-part quests in the game. The 2nd part of this one is bugged though…
Unfortunately, a fair amount of quests are bugged. I find this pretty funny since many of the quest issues are literally the exact same XML programming errors that I fixed all those years ago in Anno 1404. Maybe they’ll fix the issues in future patches…of course they never did for Anno 1404 (see my unofficial patch for that game).
Old World, New World Blues
Another gameplay change from Anno 1404 is the two distinct world spaces. In Anno 1404, you played a single world space with the upper half representing Europe (Occident) and the lower half representing the Middle/Far East (Orient). In Anno 1800, the game splits the spaces into two unique “sessions” (Old World, New World).
Here’s the world map screen. You almost never use this view, but it’s pretty!
It’s true that it’s more realistic to have separate spaces for the different geography, and the concept is excellent. However, the execution gets a bit obnoxious and invasive to the play experience.
The simple fact is we humans can only focus on one screen at a time, so having two different game maps playing out with one always hidden means constant interruptions and unknown events occurring. Fighting a war on two different screens, for example, simply isn’t fun.
This is very much like trying to play two games of speed-chess at the same time. It sounds interesting in theory, but unless you’re a strategy god, the split-attention results in a lesser experience on both sides.
A Huge Fail: Missing Profile Tracking
One hallmark of the Anno series is robust tracking of your game accomplishments tied to your universal player profile. Anno 1404 is the gold standard in this regard. It features over 300+ tracked accomplishments and 25 special medals. Moreover, there were very fun unlocks as you progressed, letting you get new city ornaments, portraits, titles, and more. A huge joy for fans (called Annoholics) was to slowly make progress toward the fabled 100% complete player profile. It was a badge of honor to know and share your profile progress.
Anno 1800 lacks all of this. All you get is barely 40 Uplay achievements, and some boring ‘Club rewards’ you spend Uplay points to unlock. This is very unfortunate since the game has literally all the same features as Anno 1404 that beg to be recorded and bragged about.
Also strange is how there’s a photograph feature in the game, but it’s only used for quests. There is no photo gallery or showcase or anything like that. This is another missed opportunity to let players showcase their cities in a more permanent player profile fashion.
This is me taking a photograph for a quest, nothing more. There is no photo gallery.
In regard to quests, there are many extensive multi-part quests, but unlike Anno 1404, Anno 1800 doesn’t have any tracking system to prove you’ve befriended the AI and learned their back stories. And the new Expeditions feature would be perfect for tracking all the different outcomes. But alas, the developers couldn’t be bothered with all this.
To summarize, for a game that copies Anno 1404 in nearly every single way, it’s an epic fail to remove the amazingly fun tracking system that kept players motivated for hundreds of hours across dozens of playthroughs and scenarios. Bad developers!
Where are the Scenarios?
Speaking of scenarios, another totally absent feature in this modern game is custom challenges, known as scenarios in Anno 1404. In that game you could take on special modes requiring you to build a monument in so many hours or begin in great debt on a unique island.
Anno 1800 has zero scenarios and only has one game mode: the sandbox. I say this because even the story campaign takes place in a sandbox environment, opening up to an unguided sandbox mode after only about 10 hours.
At least you can select your difficulty and customize the game options. Expert is quite hard.
So let’s review. Anno 1800 copies Anno 1404’s gameplay in nearly every way, but it removes all scenarios, which added dozens and dozens of hours of diverse gameplay challenges. Epic fail.
DirectX 12 Crashing!
Note that many players, including myself, get constant crashes when using the DX12 renderer. I had dozens of crashes and two hard locks requiring a manual restart of my computer. Even after two patches, the crashes still occur. Fortunately, switching to DX11 completely eliminated the crashes for me, but the framerate is slower—a sad but necessary tradeoff.
Ubisoft Store, Epic Store, No Steam
There’s also the controversy with the way the game is sold. It was yet another title to be yanked off Steam shortly before its release. Now you can only buy it from Ubisoft directly or from the Epic Store (possibly). The good news is Anno 1404 is on Steam (it goes by ‘Dawn of Discovery’ in North America).
Other Various Concerns
The gameplay UI is great in some ways but horrible in others. The trade routes interface is especially obnoxious, with the ‘delete’ button overlapping other buttons at times. Some UI buttons simply don’t work, such as some ‘jump to event’ notifications. Overall, the UI is very workable, but it’s not ideal.
The game also features an Attractiveness system for each city. Honestly though, I mostly ignored it all because the game doesn’t do enough to show you the benefits of the system.
Here’s the Attractiveness system. Most players will likely ignore it though…
Despite a robust keyboard customization menu, certain commands can’t be bound to keys for no apparent reason. It would have been nice to have quick shortcuts for every building option, much like how most Windows applications have shortcuts to open Edit->Cut and this type of thing.
There’s also an unfortunate lack of statistics and charts to help you understand where you money is going and how to more efficiently manage your empire. Fortunately, the developers have promised to add a building in a future patch (first featured in the Anno 1404 expansion from 2010, ironically), so hopefully soon we’ll have more tools to manage our empire.
Conclusion: A Gorgeous, Great Game
I loved playing Anno 1800. Yes, the core gameplay is in many cases identical to Anno 1404, but an updated version of such a beloved Anno game isn’t a bad thing. The same engrossing ‘just one more hour’ gameplay draws the player into the world, testing the dedication, intellect, and patience of the player through cunning planning and strategies.
It’s an easy game to pick up and play, making some progress each gameplay session. Soon enough the narrator will say, ‘Warning: you’ve been playing for two hours,’ and you won’t even realize the time has flown by. Over weeks and months you can watch your empire expand, eventually reaching the end-game and proving your Anno-worth.
It’s too bad they’ve ripped out nearly all the player profile tracking and failed to include special gameplay scenarios. It’s also unfortunate online co-op isn’t ready yet and may take many more months to be included. The bugs and other issues also drag down the experience.
Here’s a screenshot showcasing Anno 1800’s beauty and charm after 80+ hours.
Ultimately, Anno 1800 is the smoothest Anno experience available, with some excellent new features to keep you hooked for a long while. So if you want to play the latest and semi-greatest, go for Anno 1800.
However, picking up Anno 1404 Gold Edition for super-cheap is also a very viable and excellent choice since it gives you the same fundamentally excellent gameplay with more actual content. …Just make sure you use my unofficial patch if you do play Anno 1404. And no, I ain’t going to make one for Anno 1800. The developers should have learned to fix their own darn Anno bugs by now!
Gorgeous city building
Engrossing management
Soothing ebb and flow
Expedition diversions
Museums and zoos
Late-game electricity
End-game world’s fair
Old/New world concept
Lame, short campaign
No scenarios (sandbox only)
Few achievements/tracking
Quest bugs, UI issues
DX12 crashes, locks
Lacks statistics/charts
So much like Anno 1404
Old/New world execution
Playtime: 100 hours total. Nick spent 10 hours finishing the story (tutorial). Another 10 hours were spent reaching 20,000 inhabitants. Another 20 hours allowed Nick to reach the ‘Engineer’ population level, with two nicely built cities. Then 10 hours was spent wiping out the remaining AI players and seizing their lands. So at 50 hours in, Nick had conquered all and could begin building his perfect empire, free from distractions. It took another 15 hours to reach ‘Investors,’ the game’s highest population level. At 80 hours, Nick ultimately reached his objective of unlocking all buildings and providing all goods to his people, with a final population count of 90,000. Many world’s fair exhibitions were held. The galaxy was at peace.
Computer Specs: Windows 10 64-bit computer using an Intel i7-3930k CPU, 32GB of memory, and a nVidia GTX 980 Ti graphics card.
Also read the Anno 1800 PC Performance Analysis.
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