Sin Vega
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Writing For
Latest Reviews
Empire-building re-envisaged as managing elaborate production chains, then re-re-envisaged as another 4X with repetitive micromanagement and weak, bland AI.
An atmospheric, bold attempt to reinvent its own society-moulding subgenre whose story and building features too often frustrate with too few options or distract with too many.
A strong turn-based foundation and colourful setting held back by grind, blind chance, and a need for efficiency over tactical variety.
More creative and cartoony than managerial, thus a bit of a treat for people less boring than me.
An accomplished fantasy 4X with RPG leanings and cleverly interlocking systems that plain hasn’t grabbed me personally, despite some colourful ideas.
Wildermyth is a turn-based tactical RPG, but it's also a brilliant story factory, and one of the best games you'll play.
A legend-building RPG that deserves to define the next decade.
That might seem surprising, but you really have to see it moving. It's unspeakably pretty. There's one bit where you're taken up a whole city tier, via a long platform lift, while having a conversation with Control as you climb past endless layers of catwalks, roads, and railways, all bustling with movement. You don't feel like the centre of the world. You can really believe the whole city is moving all the time, whether you're there or not. You might not be able to do much besides walk and drive around it, but it's one of the best cities I've ever seen, and I spent a fair amount of time just idling around and watching it go while listening to the rain, the muffled thumping of nightclubs, and the excellent music (and alternating silences! Bonus point!).
I've enjoyed Yes, Your Grace. It's a pretty game, and the story and subplots have some nice details and solid surprises. I like how you can hear distant armies chanting in the intro, torches in your bedchamber, and the hubbub of the streets from your throne room. The cheerful "Wey!" when happiness goes up is great. I've also much enjoyed the thought that the king is actually doing what I tell him, when I have him stand up suddenly in his throne room, declare that he likes his chandelier, then leave. But for all the time I spent making decisions, I felt let down by the ending - and the time and effort it would take to start again.
Feeling comfortable and provided for is important. That's not really a truth that Coffee Talk explicitly gets into, but it's fundamentally what it's about. It could have been longer, it could have been more substantial and dramatic. But it's a good way to relax for a few hours.