It may just be the way that the
development cycles of video games lay out, but a given year always seems to
alternate between feast and famine when it comes to new titles. Where the first
half of the year was rather dry, the second half looks to be awash under a
deluge of playables. I know, I know #nerdworldproblems. If anything, these
additions make for a wonderfully robust List of Excellent Distractions to help
temper the anticipation for Gen Con 2014.
After binge-playing Transistor and staggering about after
the gut-punch that was the ending I was profoundly grateful for the
sunshine-and-salsa music filled Tropico 5.
Yes, yes there will be at least one recursion of Transistor but there needs to be some time for emotional recovery
first. And what better way to recover than lording over a Caribbean island or
two?
Photo by Kalypso Media. |
Tropico 5 is ostensibly billed as the next installment in Kalypso
Media’s beloved simulation franchise, promising a bigger, better dictatorial
experience than either of its two recent predecessors. So, does it deliver on
that promise? Eh, sort of. Don’t get me wrong, there’s enough new material here
that makes the present incarnation seem worthwhile, but just how well said
content functions will likely depend at least in part on your personal degree
of familiarity with the series.
The overarching premise of Tropico 5 is the same as that of its
older siblings: the player assumes the role of dictator who must manage the
economy, population, and international relations of a tropical island. Your
playing experience is both shaped and guided by several recurring characters
who periodically appear with requests, demands, and the occasional helpful
tidbit to provide structure to the simulation. Your secondary, Penultimo, also offers
his distinct brand of ‘help’ as you respond to the various inquiries and build
up the infrastructure of Tropico. All these interactions are shot through with
a dark humor that’s surprisingly witty and devilishly fun.
Tropico 5 sought to add more structure to the actual gameplay by
introducing the concept of eras. Instead of keeping the context of the game in
the Cold War, as was the case with earlier incarnations of Tropico, Tropico 5 sets
out during the Colonial Period with the player as the Crown-appointed Governor.
As you complete various tasks and Tropico begins to stand on its own two feet,
so to speak, the prospect of throwing off the colonial yoke and taking power
into your own hands becomes a reality, but it’s reality that comes with its own
set of consequences. You’ll continue to navigate increasingly complex
circumstances as time progresses through the Depression and Cold War eras and
on to modern day.
While the eras are an interesting
premise, they’re uneven in terms of how well they impact the game. In the
Colonial Era only a handful of buildings are available to you, severely
limiting what you can build and thus how you can service your populace. For
example, there is no way for you to get any sort of healthcare to the citizens
of Tropico until the Clinic can be unlocked, which is more than one era into
the campaign. This rigid palette of structures doesn’t, however, translate over
to the expectations your constituents have of you. Using the earlier example, you’ll
be told that people will demand healthcare and think poorly of you for not
providing it even if there’s no way for you to address this. Conversely, this
slow trickle of new features can be a boon to new players, giving them extra
time to familiarize themselves with each part of the game.
On the plus side, the eras
introduce a new degree of strategy. In previous Tropicos, players started each
Mission on a new island and built up infrastructure almost entirely from
scratch. With Tropico 5 players
alternate missions between two islands and must carefully manage both space and
resources on each in turn. In an era or two, the plantations that once provided
valuable cash crops are now occupying prime territory in the middle of your
capital city and roadways that were once efficient thoroughfares for livestock
are now circuitous corrals for traffic. Being from Boston, I handily
appreciated seeing the strange, borderline nonsensical shape that my cities
took on after one architectural generation was hoisted atop another. This
forces the player to plan for both the short and long term, which can often
take a bit of getting used to.
A component of this new longitudinal
managerial style is the construction of your dynasty. At least once an era
Penultimo will appear with news of the results of your…ehm…extracurricular
activities. You’re given the option of recognizing your offspring (and thus
gaining them as a member of your family) or casting them away into the
populace, since the threat of White Walkers is minimal in sunny Tropico. Those
legitimate children also walk amongst your citizens and can be assigned to one
of several different tasks, such as managing various facilities or leading your
army. Each family member comes with a special trait, making them particularly
well equipped to handle certain tasks.
Speaking of tasks, one of the
most striking differences between Tropico
5 and its predecessors is the level of micromanagement required. Individual
buildings require attention beyond standard maintenance. Some structures need
very specific staff while others must be monitored regularly. Upgrades and
modernization also require direct intercession, which can be time consuming if
done individually or very expensive if completed en masse. These enhancements
also aren’t truly optional either, beyond the fact that the game does not
compel you to complete them. Players of any iteration of the Civilization series will quickly realize
that upkeep on your military units is key to future survival but, since this is
frequently completed piecemeal, there may come a point where you’ll be inadvertently
fielding tanks alongside musketmen.
The tech tree will also unlock the ability to write a constitution |
Part of avoiding that scenario is
another new feature, the technology tree. Buildings with an educational or
scientific bent generate research points which, in turn, can be used to unlock
various perks and features. The premise is nice, but the practice is somewhat
clunky. Progress along the tree is strictly limited to what breakthroughs are
available in a given era. There is no Civ
style rushing science production to force epoch progression and, beyond a few
buildings and edicts, there’s not much in terms of active investment from the
player. It seems a bit like there was supposed to be more to the tech tree, but
that integration was pruned away in favor of having the player concentrate
their efforts on, say, hiring the right manager for a lumber mill.
The GIR and I are both fans of
the series and were very excited when Kalypso announced that Tropico 5 would feature a multiplayer
option. Unfortunately, it doesn’t seem as though said option was thoroughly
tested, as every attempt to use the multiplayer resulted in freezes, crashes,
and unrecoverable saves and this was on the few attempts where we were able to start a game at all. Hopefully this is amended in a forthcoming patch but,
as it stands, this feature is a complete dud.
While the core aspect of the game
will still appeal to fans of the series and simulation games in general, Tropico 5 kind of misses the mark as a
whole. Various
relationships, particularly that between you and your citizens, do not seem to
follow any sort of discernable logic. The happiness rating could be sky-high
and the economy booming, but the player may still find themselves voted out of
a job in the next election cycle. Furthermore, your constituents are more mercurial than in previous Tropicos, capable of swinging 10 percentage points in a matter of months. Contingencies between raw materials,
mid-level businesses, and industries are never made entirely clear and must be
discovered only via trial and error. For example, livestock will only eat corn
and will die off even if you have a surplus of food on the island if said
surfeit contains no corn. Disasters strike frequently, even on the ‘occasional’
disaster setting, and wreck a disproportionate amount of havoc, particularly
when compared to an equivalent experience in Tropico 4. Since each mission involves a significant time
commitment, the fact that any of the above can completely derail your game may
promote a certain level of frustration.
There’s still fun to be had with Tropico 5, but it wouldn’t be entirely
surprising if many of these new features don’t make a return appearance in the
eventual Tropico 6. A lot of discordant ideas ended up in the final product and
it makes for some tricky gaming as a result. If you’re on the fence about
picking up Tropico 5, maybe wait a
few weeks for the Steam Summer Sale.
Final Grade: B-/C+
Available for PC, Xbox 360, and PS4