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File: 1727218153643-0.png (1.73 MB, 1000x1500, ClipboardImage.png)

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The 2 came out, and has lots of factions. Apparently, you are able to get ""political"" in the sequel, and you have more options to chose from than "fascist A" and "religious fascist B".
Also it will allow modding, so there is a opportunity to you smart guys to do something cool with the base game.
What are you guys opinions about it?
https://www.youtube.com/watch?v=BuvJAcptUd0 (trailer)

>>37204
Ffs, no ability to establish settlements away from the central city?

>Apparently, you are able to get ""political"" in the sequel, and you have more options to chose from than "fascist A" and "religious fascist B".

That's good. On the one hand the setting seems like it's supposed to be hopeless to borderline nihilistic but on the other it really bothered me that the only two political options were basically either a police state or theocratic fascism, which always seem to be the only two "viable options" to democracy.

>>37211
Frostpunk 1 is based on siege of Leningrad.

First time dealing with Polish liberals?

kind of unrelated but the remnants in endless sky are imo the only realistic representation in videogames of a society under prolonged siege

Communism/socialism should be in the game the only path for your city to survive, while the other paths are just delaying the fall.
There is 4 "path" options, in my perspective after playing the game. Fascism and religious zealot are 2, (and no, the "order" path has nothing to do with socialism, class struggle, there is not even a vanguard party or any attempt yo collectivize food and resources production.). You also can chose neither of the above, and not do path laws. Basically mihilism path, there is nothing you can do, life is miserable and with no hope, you just survive. Or the 4 option, you and your city die.
All of them, in the main game, are miserable. This is my problem with the game, there is nothinh worth to fight for, only live in a Shack, working 24 hours a day in the coal mines for a piece of bread in temperatures bellow 120 C.

There is also a mission in the game, "The refugees" were you play as a bunch of poor workers who fled their noble masters, who tried many times to kill them all, and treated the workers as complete trash. They, as stated by the game, try to create a new city where "everyone is equal" (even though they follow the captain orders exactly like any other campaign).

""Here we can be free at last! In London we had to toil like slaves for a piece of bread.""

By the history description of the nobles, they are just a bunch of criminal jerks. They wanted the generators only for themselves, and tried to shoot the honest workers to get rid of them:
"As we were leaving London in the ships taken from the lords, we heard Lord Craven giving the order to shoot at us. We must stick together in case he ever follows us here."

The lords, therefore, are not redeemable, they don't deserve forgiveness at all. And yet, the "equality" ending is when you make workers and nobles "forget" their class interests and conflicts, and just hug and kiss. Thanks to the great captain leader, who united the up and lower class, your city survives, and everyone is happy. The other endings are considered "worse". The "worst" one is the massacre one, where your workers in revolutionary action kill all your oppressors, who tried to steal food and where preparing to act revenge after you denied them access to the city.

This is a single mission, but the fact that it looks like an allegory to literal "fascist utopia, make all classes love your city and their leader, and everything is ok", feels very weird. I didn't play "Las autumn" yet, but it looks like you can play as a literal communist, for real this time, no order/faith bullshit. I want to play it, but i am expecting that i will receive a "you are a bad person, stinky communist" warning from the game, or some other liberal bullshit.

>>37204
Haven't played it but it looks like they made FP2 a state-capitalism simulator like every other city-builder/4X game. You extract currency and goods from your proles to fund research and expansion while managing a bunch of legislative factions based on abstract ideals like 'adaptation' and 'rationalism' which would never exist in real life and have little material coherency.

It's a shame because they could have done something interesting regarding what became of the first game's cities. New London and the other generator sites were basically command survival economies based on extreme scarcity where everything was directly apportioned or rationed. Once the Great Storm had passed, you could have had factional fights between the surviving English capitalists who wish to reestablish wage labor and private property, trade unionists fighting for some kind of syndicalist society, Leninists pushing for a party-state and communists offering a critique of all of them.

"“Ultimately, our biggest enemy isn’t nature; it’s human nature,” Stokalski says."
“Whenever there’s an idea of how to create a utopia for one, it surely will become a dystopia for someone else.”

>>37236
>muh human nature
Siiiiiiiiiiigh

>>37226
Why did god curse this world with Poles

btw, i started playing "the last autumn", and i changed my mind. This game is at least 8.5 in my view for that scenaro alone, very cool and based and amogus.

>>37258
In an interesting take from liberals, it presents political extremism as a skill issue.

>>37258
>>37274
It makes perfect sense as you are effectively playing as the 'state.'
Fuck up the class compromise and you have to bend the knee to one faction or the other, with predictably violent consequences (or you just fail the scenario completely and everyone freezes).

File: 1727708066280.png (Spoiler Image,1.84 MB, 1640x866, ClipboardImage.png)

>>37274
>>37276
Long live the workers, the queen and the british empire! Down with the ruling class, the ENGINEERS, who are sabotaging
our attempts to save humanity the nobles class !
I love Selfless Sacrifice and -5 security modifier!

All my 300 workers built a commune, created the generator all by themselves, so that in the end, they are forced to leave the generator for the nobles and freeze to death in London! Yay

>>37278
Wait, the workers successfully built the generator and then just abandon it?

>>37284
yes.

>The Imperial Exploration Company was tasked with the goal of navigating to the sites of the British Science Expeditions' research outposts, construct Heat Generator Towers, and thus create safe havens for the nobles of Britain to survive the frost.

>Boats, ships, Land dreadnoughts any other viable forms of transportation were mobilized (and seized) and outfitted to transport the wealthy upper class.

The workers at the end of last autumn were eager to return to London and their families, not knowing or not wanting to believe that London is gone. People in this game have a tendency to believe that "London cannot fall", like in the "New home scenario". Is pure cope and madness, that leads people to their deaths.

In "the last autumn", you are an IEC subordinate, working for a corporation subordinate to the British Empire. You work for the interests of the company, and obey their orders, no matter what path you chose. Tragic, i think.

Now that i think about it, maybe that is why in post-last autumn scenarios you can only play as fascist/religious/conservative/technocrat paths, with the exception of "The refugees" scenario. That happens because the people you control are nobles, middle and upper class engineers of the British empire. The wealthy and important people that could afford a safe haven from the frost.

>>37291
You can't really apply ideological or political motives to scenarios where you're trying to keep a few hundred people from freezing/starving to death over the course of a month or two. FP1's scenarios are pure survival games

>>37323
it is the other way around, actually

>>37323
yes, a a few hundreds of people living in such a small time frame is focused in survival primarily on survival. The scenario of the games might look like some form of "primitive communism", where there is no commodity production, no complex division of labor, besides "engineers" and "workers", etc. At the start of every scenario, all focuses are on resource gathering and finding food and shelter.
But, in the little time spent on playing the game, less than a month, years happen. You, as the captain, is not a neutral actor. You work in your interests, and, in higher difficulties, it is more pragmatic to work in favor of the "engineers", the ones that can become medics or scientists, and appear in very few numbers. The more you advance in the game, you can see class contradictions emerge once again. The ones who have the means to inflict their will by force, be them "faith keepers" or "guards", to "keep the peace".
This might far fetched, but i believe the societies in FP1 resembles feudal society, since the workers possesses and uses an instrument of production, a piece of land, in exchange for which he gives up a part of his product or part of the services of his labor. The worker doesn't need to compete with other workers and has an assured existence.
Thus, it is a form of feudal society, where:
1)The ruling class maintains power through various ideological means, including religion and tradition, which legitimizes their authority and the social order.
2)The relationship between classes is based on the exchange of labor for protection and sustenance, with workers providing agricultural and resources output to the lords(captain) in return for access to land.

So is kinda political.

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File: 1727825870795-1.png (685.64 KB, 650x466, ClipboardImage.png)

An addendum, in the "Order" focus tree, although is never explicit on the nose, there is subtle storytelling by use of words and iconography, that this path leads to "fascism":
>An organised militia will maintain peace and order in our city and help us deal with anyone who might threaten it.
1) Usage of paramilitary forces who use of violence and coercion, supported by the state in indirect means. Those points are expressed in the laws "Neighbourhood watch", "Guard Stations ", "Forceful Persuasion " and "New order".
2) The symbols used in those pictures showed resemble too much the nazi swastika.
3) The leader is considered absolute, and obedience is a virtue. The workers are brainwashed to obey, and are alienated of their oppression.

Well I'm pleased to report that you can do actual communism in Frostpunk 2, though the game itself is kind of mid.

yay

>>37332
A great victory for socialism

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F U C K

I FUCKING love REDDIT NOW


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