Monthly Archives: December 2020

Thoughts: Per Aspera


I’m going to state up front that I really wish Per Aspera had turned out differently. My last few reviews have been reasonably negative, and contrary to appearances I don’t like slating bad games all that much; at the very least it becomes exhausting to do it five or six times in a row, so I was hoping that Per Aspera would break that streak. More to the point, though, is that I have been waiting the better part of two decades for somebody to make a game about terraforming Mars. Per Aspera should have been extremely my jam. It definitely looked extremely my jam when I played the demo, with all of the levers I was expecting like modifying atmosphere content, raising the temperature, melting the ice caps and so on. Finally, I thought, somebody has made the terraforming game that Surviving Mars wasn’t, and which Terraforming Mars was a bit too light to really satisfy my urge for1. I tinkered for around twenty minutes and then put the demo down, not wanting to have to repeat (or spoil) myself too much when I played the full product.

In retrospect this may have been something of a mistake, because if I’d played that demo for just a bit longer I might have noticed that Per Aspera is the most broken game I’ve played this year.

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  1. This is not the fault of Terraforming Mars, which is a good boardgame precisely because it keeps things light and abstracted enough for a small group of people to grasp and play in a couple of hours.
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LucasArts Time Machine: Monkey Island 2


Did you know that the original Secret Of Monkey Island didn’t do that well commercially? It’s true; it sold strongly in Europe but these were offset by poor sales in the larger US market, and so it was only a moderate success. If LucasArts had known that ahead of time it’s likely that Monkey Island 2 never would have been made, but fortunately publishing and distributing a game on a global scale took much longer back in the 90s and so Ron Gilbert and co. jumped straight into the development of Monkey Island 2 after they finished Monkey Island 1, with no idea of how well the first game had sold because it hadn’t even made it to stores yet. This approach had its good and bad points; on the one hand we got a Monkey Island 2, but on the other the developers going head-first into a sequel meant they didn’t have time to critically assess why the first one worked and why people liked it.

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