The 4,000 hour review of Old World: In many ways, I think a number like that ultimately speaks for itself. There are few games I've played in my life that have consumed thousands and thousands of hours of my time. Becoming not just a game I play, but an entire hobby in and of itself. Whether it's something like World of Warcraft, League of Legends, the Elder Scrolls series, or many many other specific games across different genres, we've all either experienced directly, or certainly know through the zeitgeist of gaming, the types of games that devour us for hours on end, ultimately becoming part of the very fabric of our lives. For me, Old World is one such game. Like many of you, my 4x strategy game experience began with the Civilization franchise. As far back as the 90s that series engrossed me completely; it captured my imagination and inspired a love of both history and strategy that has stuck with me for my entire life. As time has gone on, I've always found myself craving the type of gaming experience that made me feel the way I felt back then - that captured my imagination; that filled me with an endless craving to keep working out the puzzle of nation building and conquest and deciding what things to produce and which techs to research, and in what order. Over the years, I've dabbled in many different types of games. Time and time again, they didn't grab me; my play time shrinking shorter and shorter with each new game. Old World is the game that came along and changed all of that. It's the type of game I've wanted to play for the past 20 years. Here is a list of things that make this game great, which to some, may also be the game's very drawbacks: - Depth of systems: Old World is crafted in a way where for the most part, many of the different layers and systems in the game overlap and interconnect. This means that to master the entirety of the game is a journey from one system to the next. One that can take time. As much as Old World may demand your time and interest into the discovery of how it works, however, it also rewards it. Early on you may find yourself at the mercy of the randomness of the apparent uncontrollable chaos of the Tech tree, only to eventually discover you can manipulate your tech path all the same as in other games of this genre, just with careful planning and precise decision-making. You may, at first, find yourself regularly succumbing to the throes of rebellion and discontent in your empire as you blindly expand and expand, assuming, as with most games in this genre, you need more and more territory - only to begin to feel the pressure of collapsing under your own weight. Yet, as you begin to understand the way the internal politics of a nation and religion can influence the ease in which that nation is governed, you can transition from a point of feeling as if a system like "discontent" is the most important concern you have in an empire, to becoming something you barely ever think about once you know how to resolve the issues it creates. - Intensity of Combat: Old World is a game that demands the player suffer discomfort. Your units are going to die; you will be surprised in battle, and the very function of learning to be successful in combat will likely require a few wars where you *think* you're in a good position only to be smacked down by the computer opponents and put in your place. This is one of the greater strengths of the game. It is very difficult to replicate what's possible in other 4x game where you can wage entire wars with minimal losses. In Old World, you essentially have to factor in loss; learning to sacrifice some units in order to gain a key position is a strong lesson. Learning to ensure you can mobilize large forces to overwhelm your opponent is another one. You can't simply build a handful of units, declare war, and expect one or two, or none of them, to die. I view this as a tremendous strength of this game that is curiously and consistently lacking in a genre about empires and conquest. - Customizable Options: Old World can be played with a tremendous level of customization. Does the event system and character system sound off-putting? You can turn them off completely. Just want to play a peaceful builder and not want to be forced into a game that is undoubtedly more military-oriented? You can literally toggle a setting that makes the Computer nations incapable of declaring war on you. Want to give the computers a lot of bonus stuff to start the game? go for it. Want them to get nothing? Fine, do it. There are Dozens and dozens of customizable tweaks to the game setup that impact the way it plays out that you can often find a way to customize the game to suit your needs. - Modding Support: When ingame options fail, you can create simple XML mods to change nearly anything in the game, and the mods are easily supported and integrated into the experience. Mohawk games has staff members who started out as modders in this genre back in their Civ days, and modding is especially important to the team. Can't figure out how to get something to work? A Mohawk dev will usually help you troubleshoot your issue if you simply ask. Which brings me to the last major highlight of this gaming experience. - Dev Support: I've had the tremendous privilege of getting to know a few members of the dev team in the years I've played this game. Outside of that, I have personally observes both on our Discord, Reddit, Civfanatics forums, as well as right here on Steam, the lengths each Dev will go to personally support and accommodate players. Whether it be trying to troubleshoot bugs or other issue as they arise, to listening to player feedback and incorporating changes into the game, Mohawk games take care of this product and it's players. The fingerprints of the community are all over this game; and I mean everywhere; U.I. changes, balance feedback, event additions, new option toggles. I have seen player suggestions in every possible arena, get included into this game. In some cases, mere days after the suggestion was made. The developers listen, and they care. They love a good idea, and they love supporting their players as long as it makes sense and is within a reasonable scope of their powers (and Soren Johnson gives the thumbs up) - in areas where they could not support a player officially, many have made mods to accommodate certain requests. They also engage directly with the community; they play games with them, host members as podcast guests, and will wade into some heavy and heated debates about game issues or changes that get made. It's a remarkable thing that they're so hands on. They love this game as much as it's players do. My only criticisms of this game largely result directly as a consequence of how much I've played. For the most part, any possible criticism I could think of, I hesitate to even mention, as it took me literally thousands of hours to begin noticing the rough edges of this game. Perhaps for others those edges may come sooner. However, if this game hooks you, I have a hard time imagining that you wouldn't get your moneys worth when it comes to this game as an entertainment product. I would think for anyone who's seriously into this genre; this game is easily worth 1,000 hours of entertainment before you hit a point of deciding it might be time to move on. Of course that won't be true for everyone, as we all treat gaming differently. This is simply to say that there is a lot to this game, and if you're looking for something to seriously sink your teeth into, Old World is meaty enough. As evidence by the sheer amount of time I've sunk into this game, I think It's entirely possible that Old World is one of the greatest games ever made. I'd recommend everyone try it. If you've tried it before, I'd recommend giving it another go. Many people bounce off this game initially, but if you stick with it a little bit, and it hooks you, you'll have a game that you can play for years.
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