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The 2nd (2020) ↳ By Request
Solium Infernum Ramble: Seizing the Throne 101
Author’s note: While there are a billion and one other reasons - some good, some bad - that my posting frequency has been glacial (deciding to play Sunless Sea, getting stranded at The Avid Horizon and losing a half-decent captain might have been one [get it? glacial?]), and one of them might have been quitting my current job for one that's giving me a lot more hours, just be aware that my posting frequency will not be going up very much in the near future. On the flip side, I don't have any classes at the moment, which means that my output is unlikely to get worse.
Solium Infernum is a game Taihus really likes, so now he's writing a whole series of articles about it. Just why is this clunky and abstract So-You-Want-To-Rule-Hell Simulator one of the best strategy games to come out this decade, and just how the hell do you go about playing it?
Solium Infernum, by Cryptic Comet. Available on PC.
You can find the introduction to this series here: Worth Ambition
Normally in a tutorial the first thing discussed or demonstrated would be the first thing which a player needs to do. In Solium Infernum this would be the character creation process which determines your starting position in the game as well as various advantages and disadvantages which you will carry throughout the game proper. However, some of the most important decisions made in the character creation process have a huge impact on how the player will pursue victory, and I really don't think it's fair to ask a player to do something without first giving them at least some understanding of what they are doing. This is especially important in SI since there are a variety of ways to win, not even counting the number of ways a player could approach each victory condition. There are a range of means to acquire Prestige (and win the game by having the most Prestige by the end), but it is also possible for players to be eliminated from the game no matter what their Prestige is, there's the oft-mentioned Kingmaker and Power Behind The Throne Perks, and if a player is feeling especially ballsy they can figuratively flip the Infernal Conclave the bird with both hands and risk it all. It's the various approaches that a player can take to winning, as well as the ways in which they can screw themselves over, that start taking this game to the next level.
Solium Infernum Ramble: Worth Ambition
Mechanics Rambles is a series of short(er) articles where Taihus picks one thing out of a game that he wants to talk about and then... wait a sec...
What the heck is Solium Infernum and why does it seem to be taking over this supposedly bi-weekly column?
Solium Infernum, by Cryptic Comet. Available for PC
Here we may reign secure, and in my choice / to reign is worth ambition though in Hell: / Better to reign in Hell, than serve in Heaven.
-Satan, Paradise Lost, by John Milton
I'll preface this article by saying that the thematic material of the game we are about to discuss may disturb some people. Solium Infernum is a game which depicts the internal politics and influential figures of the Judeo-Christian Hell. And we aren't talking about some kind of Dungeon Keeper-esque cartoon underworld (great game, by the way, this isn't meant to be a bash against that Dungeon Keeper) or even the sort of travesty one can make against source material as depicted in the God of War clone Dante's Inferno (this, on the other hand, is a bash against Dante's Inferno). Granted, this game is a very abstract strategy game where most of the theme comes across in flavor text and artwork, this depiction of hell is still a pretty damn crappy place to exist, and whatever forces of Heaven which make an appearance in the game are almost literally forces of nature which the players are entirely impotent against. That all said, I understand if you do not wish to read any further, though if you don't you'll be missing out one of the best strategy games ever made (yes I'm going there).
Solium Infernum is a game about stabbing people in the back. It is a game about manipulating the rules. It is a game where doing the straightforward is convoluted, but doing something seemingly convoluted and arcane is merely a matter of course. It is a game about... look, I know I'm waxing lyrical and will end up hyping this game beyond all reason if given a chance, so I'll just say it: I really like Solium Infernum. Solium Infernum is a turn-based strategy where the players take on the role of various archfiends ruling over their own little corners of Hell. Yes, that Hell. The lakes of fire and brimstone one. The idea is that Satan, Lucifer, the big guy who rebelled against Heaven and was cast down, he's disappeared. This has left a power vacuum in the Hellish hierarchy, and the players all take the role of various archfiends and demons who have a high enough standing to be considered as successors to the infernal throne. This makes for some fantastic thematic material. Though there is very little in terms of animation, effects, or models, there is some great artwork and a surprisingly large number of lore snippets attached to units, artifacts, locations, and so on. Despite the lack of special effects, you do get a very vivid picture of this game's world through the art and the writing. This game paints a vision of the underworld as envisioned by Milton and Dante, perhaps with a few liberties taken and references inserted but never gratuitous in sex or violence as some are wont to do with supposedly "dark and gritty" settings. Often disturbing and tinged with insanity, yes, but Solium Infernum's setting does, I think, do its source material justice. Solium Infernum is also a strategy game which does a lot of things differently than most others, and I've already mentioned that I really like it. Breaking down what this game is and how all the bits work is going to take some doing, but I've wanted to do it for a while, so how this is going to work is that I'm going to spread my rambling about SI over a series of articles over the coming week or three. This series will act as a sort of tutorial for SI, because it doesn't in fact have a real tutorial, while at the same time I will be doing my best to do the whole Mechanics Ramble "I'm a complete amateur trying to analyze game design" thing. Without further ado, let us get down to the nitty-gritty.
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