In Civilization, civilization is a competition. Land and resources are limited, and even those nations that don’t expand through military might are attempting to climb to the top of the league table in other ways. Geography, technology, culture, religion, diplomacy they’re all, to some extent, weapons to be deployed, or at least arenas where an advantage can be gained. Culture and history are the clothes that Civ wears but it’s not really about building an empire or a nation, it’s about sharpening a knife.
The upcoming Rise and Fall expansion for Civ VI introduces several new playable nations, but the introduction of one civ has led to criticism from an unexpected source. Yesterday, Milton Tootoosis, an elected headman-councillor of the Poundmaker Cree Nation, spoke to CBC News about the inclusion of the Saskatchewan First Nation. He acknowledged excitement about the news and noted that historical chief, Poundmaker, is to be portrayed as working to build a bridge between settlers and First Nations . But he also voiced a fundamental concern about the portrayal: It perpetuates this myth that First Nations had similar values that the colonial culture has, and that is one of conquering other peoples and accessing their land. It’s a concern that cuts to the heart of what Civilization has always been and – I hope – to what it could become.
2K Games announced earlier this week that the Cree, led by Pîhtokahanapiwiyin—or Poundmaker, as he's more widely known—are being added to Civilization 6 in the upcoming Rise and Fall expansion. That does not sit well with the leader of the real-world Poundmaker Cree Nation, who told CBC News that the game's portrayal of Indigenous people is "very harmful," and based far more on Hollywood than on actual history.
"It perpetuates this myth that First Nations had similar values that the colonial culture has, and that is one of conquering other peoples and accessing their land," Headman Milton Tootoosis said. "That is totally not in concert with our traditional ways and world view."
"It's a little dangerous for a company to perpetuate that ideology that is at odds with what we know. [Poundmaker] was certainly not in the same frame of mind as the colonial powers."
As Nuclear Gandhi has taught us, Civilization isn't the sort of game that cleaves closely to historical accuracy. But the case of the Cree is more problematic than most, because it remains an extant civilization that continues to struggle with the gross inequities caused by colonialism. In that light, the ahistorical potrayal of the Cree as being on equal footing with other civilizations, jockeying for world domination, seems particularly galling.
Civilization 6: Rise and Fall appears set to portray Poundmaker and his people in a favorable, and relatively non-warlike light: Cree strengths lie in diplomacy and trade rather than military power. Tootoosis expressed hope that the game's presentation of Poundmaker's commitment to peace could help its efforts to have his 1885 conviction for treason officially overturned by the Canadian government. "It could go either way," he said. "I certainly hope it helps more than it hurts the cause."
The Cree aren't the first Indigenous nation to play a role in a Civ game: The Shoshone, Iroquois, and Sioux have all been portrayed in previous releases. But this does appear to be the first time that 2K has faced any backlash over the inclusion of an Indigenous North American people. The Poundmaker Cree Nation are waiting to consult with elders before contacting 2K with its concerns, according to the CBC report; I've reached out to 2K for more information and will update if and when I receive a reply.
We’ve already seen which games sold best on Steam last year, but a perhaps more meaningful insight into movin’ and a-shakin’ in PC-land is the games that people feel warmest and snuggliest about. To that end, Valve have announced the winners of the 2017 Steam Awards, a fully community-voted affair which names the most-loved games across categories including best post-launch support, most player agency, exceeding pre-release expectations and most head-messing-with. Vintage cartoon-themed reflex-tester Cuphead leads the charge with two gongs, but ol’ Plunkbat and The Witcher series also do rather well – as do a host of other games from 2017’s great and good.
Full winners and runners-up below, with links to our previous coverage of each game if you’re so-minded. Plus: I reveal which game I’d have gone for in each category. (more…)
Look, I'm nothing if not entirely predictable, so to the surprise of absolutely nobody, least of all myself, I failed to catch up on Assassin's Creed: Origins. To be fair I did boot it up and made it through a couple of missions, but as I saw its vast sandy expanse stretching away into the distance, I felt the clarion call of my old favourites. And so most of the break was spent grinding Destiny 2 for masterworks weapons, of which I now have an indecent amount, but somehow still no raid hand cannon. I also managed to crank out a successful Hearthstone Dungeon Run with every remaining class, thereby earning the card back. Shaman was the last to fall, and finally got over the line last night—but only after I started auto-quitting unless I was able to get the 'double Battlecry' passive buff and a decent batch of Jade cards.
In at least a slight change of pace, I did play most of my games on a laptop this Christmas, a gift from my family and myself to myself. Being able to plug the 1070-equipped ASUS into the bedroom TV and enjoy Destiny 2 at 1080p/60fps made for an illicit pleasure and long lie-ins. (I also ended up buying a wireless adapter and charging pack for the Elite controller.) And at least I managed to play one entirely new game stuff on the laptop. Inspired by Hannah Dwan's retrospective on 2017's best visual novels, I picked up Simulacra and finished it over the course of a couple of nights on the sofa with my other half.
This was the first 'missing phone' game I'd tried, and I loved the mix of stalker-themed Tinder mystery with weirder supernatural trappings. Creeping around the emails, Twitter account and chat logs of a girl who has disappeared becomes propulsively dramatic when a blizzard of new notifications start popping up. Simulacra doesn't quite stick the ending, but as a self-contained mystery it was still a great way to spend a few hours. You can pick it up on Steam in the Christmas sale right now at 30% off.
I had great, ambitious plans for this holiday break. With a back catalogue of games that had grown considerably over 2017, I was looking forward to making a big dent while sipping rum and eggnog in my underwear. I was going to finally wrap up Persona 5. I was going to try out PUBG’s new desert map. I was going to shovel the walks like a good neighbour should. And then I logged back into Path of Exile to give the new seasonal league a quick taste. I fell in love with the free-to-play ARPG back in September with its Fall of Oriath expansion, but I was curious about seeing how it had grown since then. Nearly two weeks later, I’m looking back at my holiday break in despair. Where the hell did it go?
I clocked in over 60 hours an average of five a day (though I m ashamed to admit there were a few days where it was much more). Path of Exile consumed me.
It’s been years since a game has wormed itself so deeply into my brain, but Path of Exile is like a fever that won’t break. I’m not exaggerating when I say that I woke up exhausted more than once because of a restless sleep filled with dreams of running maps, finding exorbitantly expensive unique items, and theorycrafting my build. I clocked in over 60 hours this holiday break—an average of five hours a day (though I’m ashamed to admit there were a few days where it was much more). Path of Exile consumed me. I’m finally willing to say that it might even be my Dota 2, the game that I will happily clock a thousand hours into and countless more talking and dreaming about.
I uninstalled all my Civ 6 mods (some old, manually-installed mods were breaking all the icons and I couldn't remember which) and relegated half of New Year's Day to building a prosperous Russian civilization. I quit in the Classical Era to go find my old mods, though, disappointed by how few quality of life improvements have been made standard so far. Still no production queue? A strange omission. That aside, I still love Civ 6's district system, as I always thought it was silly that a city near the ocean couldn't have a harbor, and city-planning minutia is my favorite aspect of the series.
Building mines, farms, camps, and roads, protecting caravans, erecting wonders and ensuring that every district is placed exactly where it out to be, maximizing gains—these are the reasons I play Civ, not warfare, so I'm typically on the defensive, protecting my perfectly symbiotic metropolises and hamlets from the absurd imperialist reasoning of my neighbors. Presently, Mvembra a Nzinga is furious that I won't spread my religion to his people, and Qin Shi Huang is upset that I've built more wonders than him. What did my peaceful, overly efficient society do to deserve such petty neighbors? Yet again I wonder if I wouldn't enjoy Civ more if I were by myself in the world.
Some of the most fun I had with RTSes as a kid was messing around with Command & Conquer: Red Alert's map editor. I'd make winding tesla coil death mazes that my opponent had to navigate in order to reach my spacious, well-supplied base. They Are Billions revives that same feeling of defense-focused strategy, except I'm the one being tortured.
I love the preparation for the payoff at the end, a Left 4 Dead-style finale where thousands of zombies are on screen simultaneously.
The structure of it is somewhere between StarCraft and a horde mode game like Killing Floor 2: you expand outward with pylon-like towers, hoovering up wood, minerals, and food off the map to feed your economy, but there isn't a true opponent on the map with you—you're the only one with an expanding base. Instead, there are crowds of mostly stagnant undead (with various durabilities, speeds, and attack types) occupying the map, and massive waves of them that attack every 15 minutes or so from a random direction.
I love the preparation for the payoff at the end, a Left 4 Dead-style finale where actual thousands of zombies are on screen simultaneously, seeping in from all cardinal directions. Your north wall may be impregnable, but did you gather enough resources to reinforce that bottleneck to the west? An Early Access game, They Are Billions needs a little more depth and unpredictability in its midgame, but it nails the fun of building a sprawling defensive death machine and having it continually tested by a tough enemy.
I finished Rick and Morty: Virtual Rick-ality before the break, but despite its size (it mostly takes place in Rick's garage and only gives you three spots to stand in) it's a impressively expansive VR playground. This is mostly to do with the Combinator, one of Rick's inventions that allows you to put two items onto it and see what you get when they're scientifically merged (think of Jeff Goldblum and a fly getting into a teleporter together).
Often it's nothing exciting (combine a glass with a bar of soap and you'll get a bar of soap made of glass) but there are enough weird and surprising combinations to make you want to combine everything with everything else, and then combine the resulting combinations with the resulting combinations. And then combine those some more. Throw in some growth pills and the fact that you can copy your own brain (by laying your VR head on the combinator) and you might, with enough re-combining, wind up with an enormous twitching brain that fills the entire garage.
And despite it looking like a cartoon, it's still the most convincing VR experience I've had. I almost fell over after trying to lean on a countertop that doesn't actually exist, I've punched a few real walls throwing things around, and I realized that when eating or drinking something in the game I actually open my (real) mouth.
My holiday gaming involved a lot of puzzle solving. Over Christmas I was away from home and my gaming PC, so I actually spent most of my time with friends playing games on Nintendo's SNES Classic and Switch. If you love XCOM, you really need to try Ubisoft's excellent Mario + Rabbids: Kingdom Battle. In the last few days of the break, though, I really dug into two games I've been meaning to play for months: point-and-click adventure Thimbleweed Park and escape room visual novel Virtue's Last Reward.
Information from some dead-ends actually lets you progress down paths that don't end with horrible suicides or deaths by lethal injection.
Thimbleweed Park is delightful so far, with classic adventure game puzzles that err on the side of reasonable instead of impossible logic. It gives you multiple characters to control so you don't get stuck and can jump between puzzles and areas at will, and there are also some clever bits that require using one character to help another. It's a little meta jokey for my taste (as mentioned in our review) with frequent jokes about the genre itself, but the laughs I've gotten from the ridiculously foul-mouthed Ransome the Clown have more than made up for it.
Currently, though, all I can think about is Virtue's Last Reward, which has its hooks in me deep. The central mechanic of this escape room game is solving the mystery of your imprisonment, with every major decision you make creating a new branching path—but you can go back and take a different route whenever you want. Information you gain from some dead-ends actually lets you progress down paths that don't end with horrible suicides, explosions, or deaths by lethal injection. The way it teases out the solution to its mystery is maddening, and there's a bit more repetition of similar conversations than I'd like, but I need to find out what happens, and each cliffhanger I hit just adds fuel to the fire.
I started playing around with Hob shortly after it came out in September, but I didn't make a concerted effort to really do anything with it until the holidays arrived. With time on my hands, I got down to the business of properly exploring the bizarre, wild mechano-landscape, collecting its secrets, and unraveling the great mystery that lies beneath. Most of my gaming time is dedicated to shooting dudes or playing roles, but this odd little diversion ("little," I say, as Steam shows 36 hours sunk into it) was nothing less than magical: Complex without being obtuse, challenging but never punishing, and set in one of the prettiest and most unusual game worlds I've ever explored.
The sights and sounds are so wonderfully weird that even after botching an obvious move, I never felt the urge to pound my mouse into pieces with my keyboard.
The platforming is a tad wonky at times but never unfair, and more importantly the sights and sounds are so wonderfully weird that even after botching an obvious and simple move, I never felt the urge to pound my mouse into pieces with my keyboard. The ending was brilliant, too. No spoilers, but there is a story being told amidst all the strange grunts and glowing hieroglyphics, and the payoff was unexpected—and unexpectedly difficult to process, too. For all that I loved the game world, the fact that Hob isn't just jumping and slashing its way to a simple happy ending might be my favorite part of the game.
Everything we said in our review was spot-on (although I would've scored it ten points higher—sorry, Other Andy) but I feel like it could stand to be shouted from the rooftops a little more loudly: Hob is a fantastically good game. (And Runic deserved better.)
Pîhtokahanapiwiyin, better known to the world as Poundmaker—so named for his ability to lure bison into corral-like "pounds," where they could be trapped and slaughtered—will lead the Cree into Civilization 6 as part of the upcoming Rise and Fall expansion.
Despite his legend as a bison caller, Poundmaker's true power lay in his diplomatic abilities. He helped negotiate treaties with the Canadian government in the late 1800s, and over the years that followed worked to establish and preserve peaceful relations. Sadly, despite his efforts he was caught up in the events of the North-West Rebellion. Following his voluntary surrender—again, in an effort to reduce tensions and avoid unnecessary bloodshed—he was convicted of treason and sentenced to three years in prison. He ultimately served less than one, but the conditions destroyed his health, and he died shortly after his release in 1886.
The unique Cree unit is the Okihtcitaw, skilled warriors and scouts who start with a free promotion and have boosted strength in combat. Its unique structure is the Mekewap, a large, dome-like structure that provides long-term shelter: Not portable but relatively easy to build, and in game terms it grants Production, Resources, Food, and Gold when it's placed near Bonus or Luxury resources.
Reflecting his commitment to peace, Poundmaker's "Favorable Terms" leader ability provides shared visibility across all types of Alliances, as well as bonus Food and Gold from trade routes. The unique Cree ability is the Nihithaw, which grants a free trade route after researching pottery and enables its traders to claim tiles by establishing new routes.
Civilization 6: Rise and Fall is available for pre-purchase on Steam for $30/£25/€30, and set to come out on February 8.
Another year over, a new one just begun, which means, impossibly, even more games.> But what about last year? Which were the games that most people were buying and, more importantly, playing? As is now something of a tradition, Valve have let slip a big ol’ breakdown of the most successful titles released on Steam over the past twelve months.
Below is the full, hundred-strong roster, complete with links to our coverage if you want to find out more about any of the games, or simply to marvel at how much seemed to happen in the space of 52 short weeks.