Lunix I Posted April 25, 2019 Posted April 25, 2019 Frostpunk is a city-builder and a society simulator, but most of all a crisis management game where the crisis doesn't end until the game does. A few hours with Frostpunk and the tornadoes and tsunamis of Cities: Skylines seem like minor inconveniences. The traffic jams and noise pollution you used to fret over are now an utter [CENSORED] joke. In Frostpunk, if citizens are unhappy enough they'll banish you from your own city to die despised and alone. They might leave town if you fail them, but first they'll spend days trying to convince others to join them in mass exodus. Frostpunk is a tense, gripping, and often stressful survival strategy game filled with difficult, sometimes unthinkable choices. It's tough to play but even tougher to stop. In Frostpunk's version of the 1800s, the entire world has become a sub-zero, arctic wasteland. After fleeing London, the only hope for the survival of your few dozen followers is a massive coal furnace standing in the center of a crater. You'll build a small city that huddles around that towering furnace for warmth: a handful of tents, a hunting lodge, a mess hall. Resource gathering is initially limited to sending your citizens pushing through chest-high snow drifts to pick coal from the frost and bust up old crates and scrap piles for wood and steel. Build a lab and staff it with engineers to begin researching new tech: sawmills for cutting down frozen trees, mines to unearth resources from the floor and walls of the crater. Streets will eventually form spokes radiating out from the furnace and you'll line them with buildings and steam towers to keep the ice melted—at least until the temperature plummets even lower. But that's later. In the early days your city is sparse and the situation is grim, with resources so scarce—and labor power to collect them scarce as well—that simply seeing the sun rise after a night without a casualty feels like major victory. Each new building and item on the tech tree needs to be carefully considered and weighed before spending resources on it. Constructing a pub will lift people's spirits, but that wood is also needed for a medical center to treat the ill. Assigning more hunters to gather food means pulling workers off coal gathering duty, solving one shortage by creating another. Saving up resources to build something important tomorrow when people are homeless or sick today feels cruel and heartless and completely necessary. When asking 'What do my people need most?' the answer is usually: everything. In the hours before I grew to hate every last one of them, I was constantly torn between short term fixes and long-term solutions for my citizens, feeling guilty for extending work hours to mine a few more chunks of coal to keep the furnace running all night. Wonderfully difficult choices await at every turn in Frostpunk, with precious few being clearly right or wrong. While my eyes flick restlessly over tiny meters at the top of the screen—how much wood and coal and food is left, and how long will it last—I spend more time staring at the bigger meters at the bottom: discontent and hope, the true gauges of my city's health. Call for a 24 hour work shift and discontent will rise sharply, even as the additional labor saves lives. Sending everyone to bed with full bellies will give them hope, even if they're sleeping in freezing cold tents. If discontent gets too high, or hope too low, you may be notified you only have a few days to reverse the trend by accomplishing a specific goal. Fail to deliver, and those meters will take a hit, creating a tricky balance. That lumber you used to construct a steel mill instead of new homes might make your city ultimately stronger, but you broke a promise to provide shelter for all, so people lose faith in you. It's a masterful expression of the burden of leadership. You'll be alerted from time to time of some grim events in your city. A child was found nearly frozen sitting next to the grave of his parent. A citizen committed suicide by leaping into the furnace. Someone pulling a double-shift worked himself to death. Sometimes there's nothing to do about it: it's just a little moment the game offers up to make you feel like absolute shit. (To be fair, someone occasionally thanks you for something, but kind words are quickly forgotten when an automaton accidentally crushes someone underfoot.) Sometimes you can make a choice: between forcing an exhausted worker to continue or letting him rest, or choosing to believe (or not) a citizen asking for extra food who may not actually have a hungry child. You're told in advance how your choices may result in a small bump to discontent or hope in either direction, but the reality is that you'll often have to make everyone unhappy to keep them alive. And you'll make more meaningful choices, and more difficult ones, by passing laws. I only wish I could zoom in closer. Frostpunk keeps your view several stories above the frosty misery of the city, so you can never really connect with your citizens. Sometimes instead of looking at labeled meters to tell my how my people feel, I wish I could just peer into their faces and read their expressions, to see their hope or misery for myself. Then again, who has time to take the temperature of the masses? I've got coal to mine. Get to it, my dear automaton. You might break down from time to time, but you'll never lose hope.
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