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Home»Politics»Frostpunk 2 turns brutal politics into a great survival game
Politics

Frostpunk 2 turns brutal politics into a great survival game

prosperplanetpulse.comBy prosperplanetpulse.comMay 27, 2024No Comments8 Mins Read0 Views
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City building and survival games can be a difficult genre to get into. especially A sequel to a predecessor built on such complex foundations as Frostpunk can be daunting, so I was pleasantly surprised to see how accessible Frostpunk 2 feels to new players. As someone who isn’t entirely familiar with the two genres, the game blends them so delicately that, having only played a few hours of the original Frostpunk, I thoroughly enjoyed playing the more beautiful, thoroughly political sequel. I had a lot of fun in New London thanks to the moral conundrums it posed, even when all the citizens I was trying to save were experiencing the exact opposite.

Tasked with building and developing a city to combat the never-ending cold, Frostpunk 2 has the same objective as the original. But in the sequel, everything is scaled up: instead of constructing individual buildings, you can create entire city districts with the click of a button. Time is no longer measured in minutes, but in weeks and months. And, perhaps most importantly and most fun, there’s an increased focus on global politics and the influence of the factions that inhabit it.

But before I could execute any political schemes, I had to go through the tutorial, a must for both experienced Frostpunk players and newbies due to major gameplay changes. Frostpunk 2’s motto is “The city must not fall.” But within 20 minutes, the city had fallen. Tasked with keeping a small community of wanderers safe, they quickly lost faith in me after working to the bone in the freezing cold. But I learned from my mistake and made sure to treat my humble inhabitants better next time.

This tutorial may only be a 30-minute prologue, but it perfectly captures the tension needed to survive in Frostpunk 2. I was given 76 weeks to stockpile 40,000 food before a severe whiteout occurred and buried the settlement in a thick snowstorm. I achieved this in just two weeks by navigating nearby ice shelves, finding four different food resource deposits, and making the most of them.

It’s not so much like carrying an angel and a devil on your shoulder, it’s like carrying two devils, one of whom enjoys harming a certain percentage of the population more than the other.

I did this by utilizing the new “Thaw” mechanic, which allows me to thaw eight hexagonal regions of the divided world map at once to extract and utilize resources from the frozen ground. These resources include fuel, construction materials, and in this case, food. Once the thaw was over, I could start building food districts in each spot and assign workers to each one. However, it quickly became apparent that the speed at which I was stockpiling food was never enough, so I had to make a choice: ask each worker to work double shifts, or sacrifice the local sea lion population to increase my rations? Since the animals hadn’t done anything wrong (and, to be honest, it was probably mostly fat), I chose the former option. I was rewarded with a huge success, at the cost of working almost everyone to death.

But this is only the prologue, a smaller, gentler taste of the ethical decisions Frostpunk 2 throws at you – rather than an angel and a devil sitting on the player’s shoulder, it’s two demons, one of whom would rather harm a certain percentage of the population than the other. So it’s time to start the main story, head to New London, resolve the coal crisis left after the death of the Captain (the character you played in the original Frostpunk), and begin story mode in earnest.

Experienced players will remember New London fondly – a circular city with smoke spewing from a central flamethrower – but the way it’s expanded in the sequel is entirely different: gone are the days of building in concentric circles, in favor of hexagons that let you expand your city sprawlingly in any direction you like, thanks to the aforementioned freeze protection.

This allows for a much more flexible set of building systems, letting you focus on how you want to expand your city, and what resource and philosophical direction you want to take it in. At the start, you’re given specific goals to achieve, such as increasing your coal supply, but you’ll soon find yourself going on your own and making some fatal mistakes.

There also seems to be less emphasis on resource gathering this time around and more on the most precious resource: the people you are ordered to keep alive. New industrial and mining districts were frequently short on manpower as a large portion of the population died from coughing. Stopping the spread of disease is crucial and I wish we had realized this sooner before hundreds of families were wiped out.

The most interesting new feature in Frostpunk 2 is the Council system.

People are the key to progress, and nowhere is this more evident than in Frostpunk 2’s most interesting new feature: the Council system. Building new districts and stockpiling resources may keep your city running smoothly, but to effect real change, you need to pass laws with the Council. This council-like body is made up (at least at first) of three separate factions: Stalwarts see order as the city’s core tenet and are dedicated to the memory of their fallen captain; Frostelanders adapt to whatever challenges nature throws at them; and New Londoners value technology and social progress.

To pass a new law, you need to secure a majority of at least 51% of the votes. Sometimes this is easy, sometimes it’s hard. For example, the first referendum I faced was on whether I should remain in charge as Steward. I had already ingratiated myself with the Stalwarts by funding extra members to patrol the town, but they only made up 13% of the council. The Frostelanders and New Londoners made up 43% and 44% respectively, and were both neutral towards me, so it was clear that I would need to convince one of them to get the votes I needed. Here, I won the war by proposing to implement the bills proposed by the New Londoners, supporting mining operations to provide more materials for the buildings.

This gave me a safe majority, but there were some riskier options, like leaving the vote alone to see where the neutrals fell, or pressuring my representative to vote my way, which would have strained my relationship with all three communities. This balance of making the right decisions for the good of the whole city at all times is what Frostpunk 2 is all about.

Once you understand the vast law book, it seems there’s a lot of room to customize the rules of your city in your own image. Some are about preventing the spread of disease, others about child labor. But they all have one thing in common: they’re not going to please anyone. Just when you think you’ve got everything under control relatively well, Frostpunk 2 adds new twists that change how you govern everything, like the emergence of new factions.

These political dilemmas and frequent twists and turns that arise naturally through gameplay make Frostpunk 2 a consistently engaging experience.

Midway through my play session, 600 Frostlanders defected to form the Pilgrims. A community bound by ancient traditions, I now had 9% of the votes in any council session, but frankly, they didn’t like me and my technologically progressive ways. It presented a new and fun headache for me: should I continue on my path to making New London a modern technological marvel, or should I compromise my beliefs a bit to appease the Pilgrims? Once I’d gained enough trust from them, I could periodically activate their faction ability to send out search parties to look for additional survivors and augment their precious labor force.

These political dilemmas and frequent twists and turns that arise naturally through gameplay make Frostpunk 2 a consistently engaging experience, even in its relatively leisurely first few hours, and I hope it remains so after dozens of hours, perhaps as things get increasingly more complicated and difficult to manage.

Frostpunk 2 is also a beautiful game, regularly adding sparkle and shine to its eerie dioramas. The snow and ice sparkle, and the industrial buildings impress with their steampunk-inspired architecture. For a world focused on building a massive city, the level of detail is truly impressive to the ears as well as the eyes. The overworld is peppered with Oppenheimer-esque rippling string sounds, and as you zoom in on different districts, you’re greeted with a variety of soundscapes, from roaring chimneys to chattering children.

It’s a shame the kids’ fun and laughter doesn’t last long. Frostpunk 2 is a delicate balancing act, a game of difficult choices that forces you to pause and think about each decision. And sometimes, the moral quandaries force you to send 112 troublemakers into the mine and cut off the air supply to prevent the fire from getting out of control and destroying the mine entirely. You have no choice. And then 17-year-old George Fairweather has the nerve to tell me he misses his sister. It’s a fun game, I promise.

Simon Cardy should not be put in charge of a burgeoning industrial powerhouse. Follow him on Twitter. Cardi Simon.





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