The arrival in September, the fifth installment of the series, has represented a considerable proportions earthquake which saw a change of direction definitely unexpected by long-time fan of which we have already had occasion to speak on the occasion of the review.
That was evident as Firaxis had decided to change course in the setting of a brand that had been the symbol of a certain way of understanding the hardcore strategy, especially as regards the management of the Empire. The managerial aspect had been lightened in favor of the military to make the game more palatable to a random public. All probably in anticipation of bringing the product even on consoles where sales volumes are definitely attractive potential.
The success of sales gave reason to Firaxis has wrung the eye to the community of previous titles, that after trying the length and breadth of the singleplayer (assuming this, given that not all of them have appreciated) you cast on multiplayer, but here the problems began.
Current state of things there are many doubts that the competitive online is definitely the most defective component of the game because, since publication, Jon Shafer, lead programmer of the game now no longer in business, not been able to come to the head of all the complaints that have been raised by the forum.
Speeches by Firaxis as patches corrections have occurred since the day of publication but the reality of the facts that the improvements were unable to cover the entire range of issues of multiplayer, while the campaign significantly improved single instead, although far from perfect.
As anticipated, the most serious problem is the freeze of consignments which may occur at any time in the evolution of the 20th round matches: there can be but also the 200th and see plant the game without possibility of recovery (also recharging salvages after reboot by all participants) something able to send anyone off the hinges. Until last Christmas was virtually impossible to finish a game, now happens less frequently but still too often to be able to start (and finish) a match in all tranquility.
In addition to this there are other purely technical elements can penalize the game experience: processing time shifts are one of the crosses that all Civilization fans know all too well from the first versions of the game. This new edition presents the phenomenon of constant growth of the processing time of simultaneous rotation, which increases dramatically towards the end of the match. Which is not explained if we think that a careful analysis of the employment resources of PC rarely exceeds 70% of capacity on a dual core machine with three years of honorable service, so it's not particularly recent.
A confirmation of how not only the heaviness of the game and the limitations of Internet connectivity in terms of upload bandwidth to act as a performance bottleneck, we find the same issues also for matches in the local network with system crashes, delays in processing of shifts and corrupt matches without possibility of recovery. All played on LAN by housewives and Office characterized by powerful PC and a Gigabit local area networks.
Other aspects are considered instead on the choices made in the field from Firaxis regarding the development of the community, who have penalized further appetibilit of the multiplayer.
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