Recommended Posts

 

 

http://store.steampowered.com/app/289070

 

EXPANSIVE EMPIRES: See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.

 

ACTIVE RESEARCH: Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.

 

DYNAMIC DIPLOMACY: Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.

 

COMBINED ARMS: Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.

 

ENHANCED MULTIPLAYER: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.

 

A CIV FOR ALL PLAYERS: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started

 

-----

 

Some early info from Digital Trends:


 

Quote

 

Sid Meier’s venerable Civilization franchise has been an unassailable cornerstone of PC gaming for decades. Charting the story of a nation from the stone age to the space age, Civilization remixes the empires, figures, and accomplishments of human history into a fresh alternate universe for every game, encompassing one of the most ambitious scopes in all strategy games.

 

Through its stellar expansions and vibrant modding community, six-year-old Civ V is more playable now than ever, but it’s time to restart history with a clean slate. Enter Civilization VI, coming to PC on October 21, 2016.

 

We recently spoke with lead designer Ed Beach to get a first taste of how he and his team at Firaxis have been reinventing the wheel once again. Beach is no stranger to the series, having lead development on both of Civ V’s major expansions (Gods and Kings and Brave New World).

 

This land is your land

No longer crammed into a single tile, cities will now be able to luxuriate across the map with specialized districts. These will contain relevant buildings and boost the city in particular areas. For instance, a campus district for the library and university will increase a city’s science output. These bonuses can be enhanced even further through terrain adjacency bonus, such as placing a campus district next to mountains or rainforest for a scientific research boost, or an industrial district next to mines and quarries to increase production.

Wonders now also exist on the map, each taking up their own tile. Placement requirements for each wonder, such as the Pyramids needing a desert or Stonehenge needing a flat grassland, further complicate the puzzle of laying out each city.

 

 

Continues...

 

-----

RPS:
 

Quote

 

As if 2016 didn’t already contain a rich enough seam of strategy games, Firaxis announce today that Civilization VI will be released on October 21st. Development duties are in the hands of the team behind Civ V’s expansions, Gods & Kings and Brave New World, and when we spoke to designer Ed Beach and associate producer Sarah Darney last week to learn all the details, they told us that almost every system from the complete Civ V will be included in the sequel: trade routes, religious systems, archaeology…there’ll be no need to wait for expansions, it’s all in the base game.

 

The game is running on a brand new suite of software, built to be far more mod-friendly than its predecessor, and as well as brand new AI systems, there are a host of new mechanics that will explore and emphasise your relationship with Civ’s greatest character: the map.

 

The most immediately notable change in Civ V as compared to IV lay in the handling of military units. No longer could armies be stacked one on top of another, taking up space in the same tile. As well as preventing the creation of ‘doom stacks’, single-tile armies of formidable strength that encouraged mass production of military units for both defense and attack, Civ V’s approach allowed for tactical combat utilising features of the map. Strong defensive units could be placed around weaker units with ranged weapons, and deploying around rivers and mountains was more involved than previously.

 

Continues...

 

-----

:drool:

Link to comment
https://www.neowin.net/forum/topic/1297192-sid-meier%E2%80%99s-civilization-vi/
Share on other sites

2 minutes ago, Nick H. said:

Hmm...as much as I enjoy the Civilization series, I'm not sure if I'll be getting this. I'll keep an eye on it and see what it offers that previous games haven't.

Actually, Nick H., the changes merely on the military and city-structure/urban side are overdue in the RTS in general (organic defensive units, and using landmass features sensibly for building); what is, in fact, rather unsurprising is that Team Meier is, once again, first out of the gate in actually applying them.  (Look at what was done in the last two versions  - Civ IV and V - that were first for the RTS merely in general.)

 

Notice I didn't say "due", but "overdue".

1 minute ago, Crisp said:

Wait... didn't one just come out?

No - it was an add-on/DLC for Civ V.

 

Just now, Crisp said:

Beyond Earth was an add-on?

I'm not 100% sure, but I think it could also be played as a standalone game. However, if you played Civ V and got the space race victory, it would ask you about picking up Beyond Earth to continue the game.

2 minutes ago, Nick H. said:

I'm not 100% sure, but I think it could also be played as a standalone game. However, if you played Civ V and got the space race victory, it would ask you about picking up Beyond Earth to continue the game.

Ah ok, cheers. I never bought it as it had naff reviews but it just didn't seem that long ago it came out - makes sense now.

14 minutes ago, Nick H. said:

Hmm...as much as I enjoy the Civilization series, I'm not sure if I'll be getting this. I'll keep an eye on it and see what it offers that previous games haven't.

they caught me with that last POS they released Beyond earth, even Civ 5 wasn't up to much till the expansion packs patched the missing features that should have been in from release. they won't be catching me again. I'll wait 12 months and see what the reviews say then buy CIV 6 if it's got decent reviews12 and 75% off.  I'll never pay full retail price for a Civ game again. :(

17 minutes ago, PGHammer said:

No - it was an add-on/DLC for Civ V.

 

13 minutes ago, Crisp said:

Beyond Earth was an add-on?

 

11 minutes ago, Nick H. said:

I'm not 100% sure, but I think it could also be played as a standalone game. However, if you played Civ V and got the space race victory, it would ask you about picking up Beyond Earth to continue the game.

Civ: Beyond Earth is a different series; A spiritual successor to Alpha Centauri.

they are looking £50 on steam for it. they can take along walk off a short pier with that pricing.

 

UBI tried to pull the same stunt but ended up chopping £10er off all the £50 prices in the end.

 

http://store.steampowered.com/app/289070/

 

Quote

Pre-Purchase Sid Meier’s Civilization® VI

£49.99

 

Pre-Purchase Sid Meier’s Civilization® VI - Digital Deluxe

£69.99

 

Pre-Purchase Civilization VI + Steam Controller Bundle

Includes 2 items: Sid Meier’s Civilization® VI, Steam Controller

 

-18%

£89.98

£73.98

 

Pre-Purchase Civilization VI Digital Deluxe + Steam Controller Bundle

Includes 2 items: Sid Meier’s Civilization® VI - Digital Deluxe, Steam Controller

 

-15%

£109.98

£93.98

 

EDIT: and the screen shots on steam look like they where taken from one of the empire earth or age of empires series.

Edited by Cnónna
1 minute ago, Buttus said:

i loved 4, wasn't a big fan of 5 until the DLC's came out for it.

 

might wait to pick up 6 until the DLC comes out.

Read the Digital Trends article:

 

Quote

In previous iterations of the series, certain systems were left out of the initial release, which were then added in through subsequent expansions. Beach told us, however, that all of the major systems — including espionage, religion, tourism, archaeology, and trade routes — will be in place at launch.

 

34 minutes ago, Andrew said:
Quote

A new Civilization game demands a new art style. Civilization 6’s Art Director Brian Busatti, a Firaxis veteran who worked on both Civ 4 and Civ 5, told IGN how he settled on a new visual direction for this October’s huge turn-based strategy game.

“When we went into this, we looked into how people play the game,” says Busatti.

I take it they where looking at tablet  or phone games then :s

  • 2 weeks later...
  • 4 weeks later...
  • 2 months later...

41 days to go until release :D

 

Devs showing off religion in the game:

 

 

 

First look at confirmed Civilizations in the game:

 

America

Aztec (pre-order early access Civ, available to everyone 90 days after release)

Brazil

China

Egypt

England

France

Germany

India

Japan

Kongo

Norway

Scythia

Spain

 

There will be 18 Civs altogether, leaving 4 still to be confirmed. Some old favourites like Greece and Rome are highly likely to fill two of those IMO, but there's so many to choose from...

 

Arabia

Babylon

Celts

Huns

Korea

Mongolia

Ottomans

Persia

Poland

Portugal

Russia

Siam

Sweden

 

On 5/14/2016 at 8:04 AM, Cnónna said:

I take it they where looking at tablet  or phone games then :s

Actually, I think they were looking at Civ IV (which was the first Civ designed with portable hardware (and specifically laptops and notebooks) in mind).

 

And therein lies the conundrum - if you take portable hardware into consideration, the burly-desktop owners get ticked off; if you don't, you lose a large portion of the general-gaming audience.

 

Civ V actually mostly bridged that gap pretty darn neatly; still, it's NOT an easy gap to bridge.

amazon UK showing Firaxis Steam pricing to be the joke that it is. £35 including release day delivery (first Class Royal mail post) £40 for Steam code also on amazon.

 

https://www.amazon.co.uk/2K-Games-PC65368-Civilization-VI/dp/B01FVRK9DO/ref=sr_1_1?ie=UTF8&qid=1474392100&sr=8-1&keywords=civilization+6

 

 

Screw you Firaxis and your £50 digital download cost, Ubisoft tried that crap last year and fell flat on their faces.

This topic is now closed to further replies.
  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
  • Recent Achievements

    • Collaborator
      conkir earned a badge
      Collaborator
    • Rising Star
      olavinto went up a rank
      Rising Star
    • One Month Later
      lamborghiniv10 earned a badge
      One Month Later
    • Week One Done
      lamborghiniv10 earned a badge
      Week One Done
    • Reacting Well
      X-No-file earned a badge
      Reacting Well
  • Popular Contributors

    1. 1
      +primortal
      504
    2. 2
      PsYcHoKiLLa
      271
    3. 3
      +Edouard
      75
    4. 4
      Skyfrog
      74
    5. 5
      Steven P.
      71
  • Tell a friend

    Love Neowin? Tell a friend!