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Tropico

Score: 85%
ESRB: Teen
Publisher: Gathering
Developer: PopTop Software
Media: CD/1
Players: 1
Genre: Strategy/ Simulation

Graphics & Sound:

Tropico uses the same engine that Railroad Tycoon II used--indeed, PopTop worked on that game as well--and as such, it has a good deal of the same graphical feel from that game. Detailed pre-rendered 3D structures are the norm, and along with those structures, you can see various folk walking around on the island of Tropico as you play. They're all pre-rendered as well. There's a great deal of complexity with each of the structures, which is nice, and the various characters are also quite detailed. There's a price to pay for the graphical complexity, however: the first time that you rotate the screen, it chugs for a while, calculating the views, and any time you zoom in close, the graphics are dithered and then 'come up' in quality as they're pulled from the texture cache. It's not atrocious, but it is somewhat worrying, considering the power of systems nowadays. The game also has a habit of chugging in the graphics department when you're moving the map around a lot, or trying to place a building, but those are minor grievances. It's not mind-blowing 3D, but it certainly gets the job done, and it has the proper feel for the setting.

The graphics don't come close to touching the music in Tropico, however, which has a wonderful laid-back Gulf of Mexico feel that absolutely entranced me as I played. It fits perfectly with the game, and adds a great deal to the flavour, flavour that the typical 'generic techno' crap we get in games nowadays doesn't add at all. The voice acting is similarly colourful, sounding just like the stereotypical underling of a banana republic Presidente, both subservient and slightly condescending. Brilliant stuff. Sound effects are generally merely passable--you've got banging with construction, the babble of tourists, and whatnot. It's not brilliant, but it certainly gets the job done, and you'll be too busy listening to the groovy music to pay much attention.


Gameplay:

Tropico is one of those rare games that can be as simple or as complex as you want it to be, and it ends up being fun on every level because of that. Even though it lacks a strong 'story-based' campaign, which I would have liked, Tropico serves up more fun in a few hours than most recent sims do the entire time you play them.

Which is sort of surprising, considering the setting: you are a recently-instated Presidente of the little island of Tropico, and it's your job to bring the island from its current unsophisticated state to a place that you can be proud of. Definitely one of the most unique game concepts, Tropico puts you at the head of a banana republic and has you controlling almost every aspect of the island--culture, industry, housing, military, and so on.

One important thing to note is that you don't control your citizens directly; you can merely build places of work, set wages, and hope that people come to them. Every citizen of Tropico has a mind of their own, and it's patently impossible to appease everyone. Instead, you've got to try to make the most people happy as you can, by providing the services and lifestyles that they want.

As with any good, complex game, Tropico doesn't make this easy. There are a number of factions in the game--militarists, intellectuals, environmentalists, and so on--and everyone belongs to at least one of the factions, to some degree. Of course, when you make a certain faction happy (by, say, making the loggers cut only half of the trees they usually do, to keep the island beautiful), you usually end up pissing off another faction (the capitalists aren't too happy with this blatant disregard for maximizing profit). These sorts of checks and balances require a lot of fine-tuning, and you'll still be finding subtleties in the engine many hours into the game.

There's also a complex political engine that runs under the hood. Piss too many people off, and they may have a coup and throw you out of office. Having a strong military force is good, but that's also a source of bloody coups. And occasionally the people will call for elections--not having them will anger the people, but they may oust you from office if you haven't been treating them well.

Underlying all this is the ability to make Edicts, which let you do such things as fix the vote, take money off the top of construction, and so on. It may feel a little dirty the first time you have someone 'removed', but as the ruler of a small republic, sometimes it's the only thing you can do.

The game sports a complex system of Presidente creation, with a number of real-world characters represented as playable. They all have strengths and weaknesses, and it's necessary to adjust your tactics depending on how you set them up. Along with a handful of scenarios that come with the game, there's a strong random island configurator that lets you adjust the minerals, size, and difficulty of the game. It's eminently tweakable, and will lead to an enjoyable time for all.

Unfortunately, the 'endgame' is rather arbitrary, and you're basically scored on your performance depending on how the scenario or random world is set up. It's not particularly satisfying, but getting to the end of the game is fun enough to almost make up for it.


Difficulty:

The built-in scenarios start out fairly challenging and only get harder, so it's perhaps wise to start on some simpler configurations of the random generator and grow from there. There are an insane number of dynamics to keep track of, and playing on the full levels will tax your brain and your sanity. Fortunately, even the various 'sim' parts have sliders that you can adjust; if you want to get rid of the economic model, for example, you can give yourself limitless income. You can also eliminate the need to keep track of political intrigue. Along with all of the other options given you in the random island generator, you can basically make the game as easy or as hard as you like. There's a definite learning curve to the game, learning how to keep as many people happy as possible, but the tutorial does a decent (if too short) job at showing you the ropes, and experimenting will help you discover the rest.

Game Mechanics:

Controlling the game is a fairly simple matter, with plenty of on-screen buttons and a mouse-driven interface. There's an almost overwhelming amount of information available in the game, from every citizen's likes and dislikes to what a cow's thinking at the moment. (Don't ask.) I wish that the journal were set up a little clearer, but it's not too long before I got used to leafing through it, looking for the information that I needed and finding it. The underlying engines are amazingly complex, and the island of Tropico often feels like a real place, with real people and real motivations. That's a great thing for a game like this. I wish the rendering engine didn't have the 'gapping' that it does, but it's pretty minimal, and not all that distracting.

A more structured single-player experience would have been nicer, and the end always feels like something of a let-down, but in the end Tropico offers a whole lot of gameplay and even more complexity. With a 'roll-your-own' take on difficulty, even the kidlets can have some fun with this game, and the long-time strategists will have fun putting everything at punishing levels and watching the coups fly. There's a lot to be had here, and Tropico is one of the best strategy-sim games I've played in a long time. Any fan of the genre would do well to pick it up.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



Win9x/Me/2K/NT4, 200MHz CPU, CD-ROM, 32 MB RAM, 820MB HD Space
 

Test System:



Athlon 1.1GHz running Win98 SE, 512MB RAM, GeForce 2 GTS w/ 32MB RAM, SoundBlaster Live!, 8x DVD-ROM

Windows Tribes 2 Windows Typing of the Dead

 
Game Vortex :: PSIllustrated