Review: Hearts of Iron IV

Hearts of Iron is a game about the inevitable. The tides of war are coming, and all you can do is best guide your nation – be it to partake in the conflict, or to try and stay out of it. Paradox has tried, and for the most part succeeded, with its policy of cutting out the fat and leaving only the interesting in the game, and even when I played the behemoth that the USSR was I never had to bother with the minute details of economy and production, and when the war came and I had to fend against Germans and Japanese on fronts that were continents apart, I found myself with a system that both allowed me to control it in detail or delegate the tactical decisions to the AI. Continue reading “Review: Hearts of Iron IV”


Review: Papers, Please

Papers, Please is worthy of merit for the simple fact that the developer was able to convince someone to publish his game with a pitch that probably went along the lines of, “Imagine a game where you are the border-inspection agent of a communist state and your job is to review passports and approve or deny entry of immigrants, based on different criteria such as: a) are there any typos in his passport? b) is his gender the same as on his document? c) is the emblem print of his embassy slightly off?”. Being self-published probably helped, of course. And the fact that it’s a game that makes the job of an immigrations officer interesting (no offense, immigrations officers). Continue reading “Review: Papers, Please”

Review: Banished

Banished is the by-product of the floodgates opened when SimCity was released. A game about the creation and management of a town, where you must manage its expansion and population, with a twist: your people are fighting for their survival, against natural disasters, hunger and cold. Continue reading “Review: Banished”

Review: Pillars of Eternity

The turning years of this century marked one of the most easily recognized ‘golden ages’ of role-playing games, with RPG series such as IceWind Dale, Baldur’s Gate, Torment: Planescape and Fallout, among others, coming out in a short span of years. These titles, more so than some of their other computer predecessors (i.e. The Bard’s TaleThe Pool of Radiance), attempted to recreate the experience of pen and paper role-playing, giving players multiple venues to solve problems and creating a world that reacted to the player’s choices. Pillars of Eternity is an amply funded kickstarted game that, along with other similarly crowdfunded role-playing games, came to satisfy the yearning for an open-world game where player choice matters, and where there are multiple solutions to the same problem. It succeeds greatly in many aspects, but has a few stark failures as well. Continue reading “Review: Pillars of Eternity”