Surviving Mars
Surviving Mars is a city-building simulation game, but on Mars!
THE GOOD:
- It's visually stunning when it comes to the surface of Mars and the
objects you're building on it. This is particularly true for the blast
marks for space ships and meteor impacts. Amazing! This really helped
put me in the mood of "I'm on Mars!"
- I really enjoyed the sound track.
- The tutorials do a decent job of showing you how to play the game
without over-explaining.
- The early game is a really interesting mix of exploration, resource
management, difficult choices, and the struggle for survival. You have
to carefully balance producing resources locally, bringing in resources
from Earth, becoming independent, and protecting yourself from potential
disasters or accidents. You decide what to build and research. Really
stressful and freaky natural disasters can happen that add a lot of
tension. Each decision feels meaningful and impactful.
- Decent game design in the early game, where annoying chores can be
automated and you move on to bigger and better things.
THE BAD:
- Surviving Mars transitions really poorly into the late game. The
boredom started to set in for me once the colony became
self-sufficient.
- Natural disasters that are a huge deal in the early game are just an
annoying chore in the late game.
- The game transitions from the joy of exploration and the struggle
for survival into the drudgery of manually moving colonists around
between domes because they are too stupid to move themselves. You get
warnings that your clinics are not functioning because no one is working
in them and when you look around you find all your doctors working in
random buildings. It's possible to automate some of this, by creating
specialized industrial or farming domes for example, however, jobs that
are needed in every dome, like doctors, can't be automated! You have to
manually tell each doctor where to go and then impatiently wait a really
long time for them to go. Sometimes, they decide they don't want to
leave and you have to tell them three or four times.
- As your population increases, the micro-management problem only gets
worse.
THE UGLY:
- Your colony, of say 500 people, is on a hostile planet. Everyone is
living in domes. You desperately depend on each other for survival.
Despite your best efforts, some colonists become permanently angry. If
you don't set up a substantial security force perhaps they'll start
blowing up buildings and stealing supplies. What would the normal
reaction be to this? You throw them out of an airlock without a space
suit. Obviously. If you're feeling humane you put them in
prison. Why does the game have no option for capturing, killing, or
reforming renegades? The only way to do this is to attract them to a
particular dome and turn off the power, which seems really awkward to
me.
- There's something called Mysteries, I don't know if there are
different kinds of them, but the one I got was really dumb. It involved
some kind of telepathic powers, dreams, and a previously populated Mars
with trees! It's just ridiculous and somewhat hurts the premise of the
game, which otherwise has a very hard science feel to it.