Sid Meier’s Civilization: Beyond Earth

sidmeiers_civbeyondearthSid Meier’s Civilization II is one of my favorite games of all time. I can’t tell you how many hours I spent playing this strategy game, even years after its release. The spinoff, Sid Meier’s Alpha Centauri, is another favorite that I still own. And despite them not being my favorites, Civ III, IV, and even V are all in my player chest. As a lifelong fan, I am usually pretty enthused when a new entry comes along.

So when Beyond Earth was announced, I began paying attention. Similar to what Alpha Centauri did, the game follows an off-world expedition as it tries to establish a human settlement on a distant planet. As a victory condition in all the previous games, this sort of spinoff is a natural extension of the Civilization universe. Much like in the regular games, you establish settlements, research technologies, and compete with other factions for dominance.

sid_meiers_civilization-beyond_earth-pyramidsBut what I especially like about these versions is the speculative nature of it all. As a future faction that is far removed from Earth, you have to deal with alien ecology and biology, research technologies that do not yet exist, unlock some of the fundamental mysteries of the universe, and even experience the technological and/or existential singularity. It’s way cool!

As the commercial description reads:

Sid Meier’s Civilization®: Beyond Earth™ is a new science-fiction-themed entry into the award-winning Civilization series. As part of an expedition sent to find a home beyond Earth, lead your people into a new frontier, explore and colonize an alien planet and create a new civilization in space. A New Beginning for Mankind is coming Fall/Autumn 2014.

According to Steam, the official release date is October 24th 2014. Check out the Announce Trailer below:

Space Elevators!

space_elevatorWhen it comes to classic and hard science fiction, there are few concepts more inspired, more audacious, and more cool than the Space Elevator. Consisting of a cable (or tether) attached the Earth near the equator and a station in geosynchronous orbit, a structure of this kind would allow us to put objects, supplies and even people into orbit without the need for rockets and space ships.

And perhaps I am a bit biased, seeing as how one of the writer’s featured in the Yuva anthology happens to have written a story that features one – Goran Zidar, whose story “Terraformers” includes an orbital colony that is tethered to the planet by a “Needle”. But I’ve found the concept fascinating for as long as I have known about it, and feel like its time for a conceptual post that deals with this most awesome of concepts!

Here goes…

History:
The first recorded example of the space elevator concept appeared in 1895 when Russian scientist Konstantin Tsiolkovsky was inspired by the Eiffel Tower in Paris. He considered a similar tower that extended from the ground into geostationary orbit (GSO) in space. Objects traveling into orbit would attain orbital velocity as they rode up the tower, and an object released at the tower’s top would also have the velocity necessary to remain in orbit.

space_elevator1However, his concept called for a compression structure, which was unfeasible given that no material existed that had enough compressive strength to support its own weight under such conditions. In 1959, another Russian scientist named Yuri N. Artsutanov suggested a more feasible proposal, a tensile structure which used a geostationary satellite as the base from which to deploy the structure downward.

By using a counterweight, a cable would be lowered from geostationary orbit to the surface of Earth, while the counterweight was extended from the satellite away from Earth, keeping the cable constantly over the same spot on the surface of the Earth. He also proposed tapering the cable thickness so that the stress in the cable was constant. This gives a thinner cable at ground level that becomes thicker up towards the GSO.

space_elevator_liftIn 1966, Isaacs, Vine, Bradner and Bachus, four American engineers, reinvented the concept under the name “Sky-Hook”. In 1975, the concept was reinvented again by Jerome Pearson, whose model extended the distance of the counterweight to 144,000 km (90,000 miles) out, roughly half the distance to the Moon. However, these studies were also marred by the fact that no known material possessed the tensile strength required.

By the turn of the century, however, the concept was revitalized thanks to the development of carbon nanotubes. Believing that the high strength of these materials might make an orbital skyhook feasible, engineer David Smitherman of NASA put together a workshop at the Marshall Space Flight Center and invited many scientists and engineers to participate. Their findings were published in an article titled “Space Elevators: An Advanced Earth-Space Infrastructure for the New Millennium”.

carbon-nanotubeAnother American scientist, Bradley C. Edwards, also suggested using nanotubes to create a 100,000 km (62,000 mile) paper-thin cable that would be shaped like a ribbon instead of circular. This, he claimed, would make the tether more resistant to impacts from meteoroids.  The NASA Institute for Advanced Concepts began supporting Edwards’ work, allowing him to expand on it and plan how it would work in detail.

In Fiction:
arthurcclarke_fountains-of-paradiseIn 1979, the concept of the Space Elevator was introduced to the reading public thanks to the simultaneous publications of Arthur C. Clarke’s The Fountains of Paradise (1979) and Charles Sheffield’s The Web Between the Worlds. In the former, engineers construct a space elevator on top of a mountain peak in the fictional island country of Taprobane, which was loosely based on Clarke’s new home in Sri Lanka, albeit moved south to the Equator.

In an interesting and fact-based twist, the purpose for building the elevator on Earth is to demonstrate that it can be done on Mars. Ultimately, the protagonist of the story (Dr Vannevar Morgan) is motivated by his desire to help a Mars-based consortium to develop the elevator on Mars as part of a massive terraforming project, something which has been proposed in real life.

Sheffield- The Web Between the WorldsSimiliarly, in Sheffield’s Web, which was his first novel, we see a world famous engineer who has created extensive bridge networks all over the world using graphite cable. In hoping to achieve the unachievable dream, he begins work on a space elevator code named the “Beanstalk”. This brings him into an alliance with a corrupt tycoon who wants to make rockets obsolete, and intrigue ensues…

Three years later, Robert A. Heinlein’s novel Friday features a space elevator known as the “Nairobi Beanstalk”. In Heinlein’s vision, the world of the future is heavily Balkanized, and people exist in thousands of tiny nation states and orbital colonies which are connected to Earth via the Beanstalk, which as the name suggests, is located in equatorial Africa.

ksr_redmarsIn 1993, Kim Stanley Robinson released Red Mars, a sci-fi classic that remains a quintessential novel on the subject of Mars colonization. In the novel, the Martian colonists build a space elevator that allows them to bring additional colonists to the surface, as well as transport natural resources that were mined planetside into orbit where they can be ferried back to Earth.

In 1999, Sid Meier’s, creator of the famed Civilization gaming series, released the sci-fi based Sid Meier’s Alpha Centauri that deals with the colonization of the planet “Chiron” in the Alpha Centauri system. In the course of the turn-based strategy game, players are encouraged to construct special projects as a way of gaining bonuses and building up their faction’s power.

One such project is the Space Elevator, which requires that the faction building first research the technology “super tensile solids” so they have the means of building a super-tensile tether. Once built, it confers bonuses for space-based unit production, allows orbital drop units to be deployed over the entire planet, increases production rates for satellites, and removes the need for aerospace facilities. spaceelevator_alpha_centauriIn David Gerrold’s 2000 novel, Jumping Off The Planet, we are again confronted with an equatorial space elevator, this time in Ecuador where the device is once again known as the “beanstalk”. The story focuses on a family excursion which is eventually revealed to be a child-custody kidnapping. In addition to this futuristic take on domestic issues, Gerrold also examined some of the industrial applications of a mature elevator technology.

Chasm_City_coverIn 2001, Alastair Reynolds, a hard sci-fi author and creator of the Revelation Space series, released Chasm City, which acted as a sort of interquel between the first and second books in the main trilogy. At the opening of the novel, the story takes place on Sky’s Edge, a distant world where settlers travel to and from ships in orbit using a space elevator that connects to the planetary capitol on the surface.

And in 2011, author Joan Slonczewski presented a biological twist on the concept with her novel The Highest Frontier. Here, she depicts a college student who ascends a space elevator that uses a tether constructed from self-healing cables of anthrax bacilli. The engineered bacteria can regrow the cables when severed by space debris, thus turning the whole concept of tensile solids on its head.

Attempts to Build a Space Elevator:
Since the onset of the 21st century, several attempts have been made to design, fund, and create a space elevator before the end of this century. To speed the development process, proponents of the concept have created several competitions to develop the relevant technologies. These include the Elevator: 2010 and Robogames Space Elevator Ribbon Climbing, annual competitions seeking to design climbers, tethers and power-beaming systems.

space_elevator_nasaIn March of 2005, NASA announced its own incentive program, known as the Centennial Challenges program, which has since merged the Spaceward Foundation and upped the total value of their cash prizes to US$400,000. In that same year, the LiftPort Group began producing carbon nanotubes for industrial use, with the goal of using their profits as capital for the construction of a 100,000 km (62,000 mi) space elevator.

In 2008, the Japanese firm known as the Space Elevator Association, chaired by Shuichi Ono, announced plans to build a Space Elevator for the projected price tag of a trillion yen ($8 billion). Though the cost is substantially low, Ono and his peers claimed that Japan’s role as a leader in the field engineering could resolve the technical issues at the price they quoted.

obayashi-2In 2011, Google was reported to be working on plans for a space elevator at its secretive Google X Lab location. Since then, Google has stated that it is not working on a space elevator. But in that same year, the first European Space Elevator Challenge (EuSEC) to establish a climber structure took place in August.

And in 2012, the Obayashi Corporation of Japan announced that in 38 years it could build a space elevator using carbon nanotube technology. Their detailed plan called for a 96,000 long tether, supported by a counterweight, that could hold a 30-passenger climber that would travel 200 km/h, reaching the GSO after a 7.5 day trip. However, no cost estimates, finance plans, or other specifics were made at this point.

space-elevator-schematics-largeDespite these efforts, the problems of building are still marred by several technical issues that have yet to be resolved. These include the problems of tensile strength, dangerous vibrations along the tether line, climbers creating wobble, dangers posed by satellites and meteoroids, and the fact that such a structure would be vulnerable to a terrorist or military attack.

Other Possibilities:
Though we may never be able to resolve the problems of building a space elevator on Earth, scientists are agreed that one could be made on other planets, particularly the Moon. This idea was first devised by Jerome Pearson, one of the concepts many original proponents, who proposed a smaller elevator that would be anchored by Earth’s gravity field.

LiftPort1This is a necessity since the Moon does not rotate and could therefore not maintain tension along a tether. But in this scenario, the cable would be run from the moon and out through the L1 Lagrangian point. Once there, it would be dangled down into Earth’s gravity field where it would be held taught by Earth gravity and a large counterweight attached to its end.

Since the Moon is a far different environment than planet Earth, it presents numerous advantages when building a space elevator. For starters, there’s the strength of the materials needed, which would be significantly less, thus resolving a major technical issue. In addition, the Moon’s lower gravity would mean a diminished weight of the materials being shipped and of the structure itself.

space_elevator_lunarAs Pearson explained:

[T]o lift a thousand tons per day off the lunar surface, it would take less than 100,000 tons of elevator to do it — which means it pays back its own mass in just 100 days, or somewhere between three and four times its own mass per year — which is not a bad rate of return… You don’t need nanotubes and very, very high strength materials. But the higher the strength, the more of the ratio you can get for hauling stuff on the moon.

In fact, LiftPort is already deep into developing a “Lunar Elevator”. Plans to build one by 2020 were announced back in 2010, and since that time, the company launched a Kickstarter campaign to get the funding necessary to conduct tests that will get them closer to this goal. These consisting of sending a tethered robot 2km from the surface to conduct stress and telemetry tests.

Ultimately, the company estimates that a Lunar Elevator could be made at the cost of $800 million, which is substantially less than a “Terran Elevator” would cost. Similarly, it is likely that any manned missions to Mars, which will include eventual settlement and plans to terraform, will involve a Martian elevator, possibly named the “Ares Elevator”.

Much like SpaceX’s attempts to resolve the costs of sending rockets into space, the concept of a space elevator is another means of reducing the cost of sending things into orbit. As time goes on and technology improves, and humanity finds itself in other terrestrial environments where resources need to be exported into space, we can expect that elevators that pierce the sky will become possible.

In the meantime, we can always dream…

space_elevator_conceptSources: en.wikepedia.org, gizmag.com, io9.com, forbes.com, universetoday.com, futuretimeline.com

Sid Meier’s Alpha Centauri, Best Lines!

Sid Meier’s Alpha Centauri, Best Lines!

Today, I thought I’d totally nerd out and share some additional cool stuff from one of my favorite games of all time: Sid Meier’s Alpha Centauri! As you may have noticed, I already did a review of the game itself. But returning to this game to boast about it some more was something I just couldn’t resist! After over a decade, I’m still not bored with this turn-based strategy game. It’s just that good.

Anyhoo, today I thought I’d share something which I glossed over in my review. And that would be the games best one-liners. During every turn, whenever you build a special project, experience a research breakthrough, build a new type of facility, or develop a new type of unit, you get a line accompanied by some music and in the case of projects, even a little movie. Most are original creations, spoken by the faction leaders themselves, and give added depth to an already immersive gaming experience.

Here is the list of the ones I like best, broken down by faction. I also included some of the movies at the bottom. Enjoy!

Gaia’s Stepdaughters:
The Gaian’s are the natural ecologists and environmentalists of the game. As such, the majority of Lady Dierdre’s quotes (their leader) espouse cultivating an understanding of the planet’s ecology and the super-sentience that governs it. In many cases, these involve conversations between her and the planetary sentience itself, which are collected in the fictional tome named “Conversations with Planet”.

“Observe the Razorbeak as it tends so carefully to the fungal blooms; just the right bit from the yellow, then a swatch from the pink. Follow the Glow Mites as they gather and organize the fallen spores. What higher order guides their work? Mark my words: someone or something is managing the ecology of this planet.”

“Planet’s atmosphere, though a gasping death to humans and most animals, is paradise for Earth plants. The high nitrate content of the soil and the rich yellow sunlight bring an abundant harvest wherever adjustments can be made for the unusual soil conditions.”

“You are the children of a dead planet, earthdeirdre, and this death we do not comprehend. We shall take you in, but may we ask this question–will we too catch the planetdeath disease?”
-taken from “Conversations with Planet”, Dierdre’s dialogue with the planetary sentience

“No longer mere earthbeings and planetbeings are we, but bright children of the stars! And together we shall dance in and out of ten billion years, celebrating the gift of consciousness until the stars themselves grow cold and weary, and our thoughts turn again to the beginning.”
-“Conversation with Planet”, after you develop the “Ascent to Transcendance” where your faction merges with the planetary sentience

“Eternity lies ahead of us, and behind. Have you drunk your fill?”
-“Conversations with Planet”, during the game’s epilogue

Human Hive:
Led by Chairman Yang, the Hive is a totalitarian faction that is clearly inspired by Maoist China and the North Korea. The majority of his quotes have to do with the nature of his political beliefs, which occasionally digress into the spiritual, a combination of Taoism and ascetisim.

Einstein would turn in his grave. Not only does God play dice, the dice are loaded.”

“If our society seems more nihilistic than that of previous eras, perhaps this is simply a sign of our maturity as a sentient species. As our collective consciousness expands beyond a crucial point, we are at last ready to accept life’s fundamental truth: that life’s only purpose is life itself.”

“What do I care for your suffering? Pain, even agony, is no more than information before the senses, data fed to the computer of the mind. The lesson is simple: you have received the information, now act on it. Take control of the input and you shall become master of the output.”

“It is every citizen’s final duty to go into the tanks and become one with all the people.”
-upon building Recycling Tanks

“My gift to industry is the genetically engineered worker, or Genejack. Specially designed for labor, the Genejack’s muscles and nerves are ideal for his task, and the cerebral cortex has been atrophied so that he can desire nothing except to perform his duties. Tyranny, you say? How can you tyrannize someone who cannot feel pain?”
-upon building a Genejack Factory

Lords Believers:
The undisputed fundamentalist faction of the planet, led by Sister Miriam. As expected, the majority of what she has to say has to do with defending her traditional beliefs, calling into question the nature of technological progress, and condemning the majority of developments that take place late in the game.

“Some would ask, how could a perfect God create a universe filled with so much that is evil. They have missed a greater conundrum: why would a perfect God create a universe at all?”

“The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesteryear. But it was never the streets that were evil.”

“Beware, you who seek first and final principles, for you are trampling the garden of an angry God and he awaits you just beyond the last theorem.”

“Men in their arrogance claim to understand the nature of creation, and devise elaborate theories to describe its behavior. But always they discover in the end that God was quite a bit more clever than they thought.”

“Will we next create false gods to rule over us? How proud we have become, and how blind.”
-after finishing the project The Self-Aware Colony

“And what of the immortal soul in such transactions? Can this machine transmit and reattach it as well? Or is it lost forever, leaving a soulless body to wander the world in despair?
-after creating the Bulk Matter Transmitter

“Already we have turned all of our critical industries, all of our material resources, over to these…things…these lumps of silver and paste we call nanorobots. And now we propose to teach them intelligence? What, pray tell, will we do when these little homunculi awaken one day announce that they have no further need for us?”

Morgan Industries:
CEO Morgan, leader of the Morganites, is an unquestioning believer in the art of laissez-faire economics and unadulterated capitalism. He has plenty to say on the subject of research and development, not to mention the continuance of monopolistic practices on the new planet. The environment and moderation be damned! Most of these are contained within his tomes “The Centauri Monopoly” and “The Ethics of Greed”.

“Human behavior is economic behavior. The particulars may vary but competition for limited resources remains a constant. Need as well as greed has followed us to the stars and the rewards of wealth still await those wise enough to recognize this deep thrumming of our common pulse.”

“Richard Baxton piloted his Recon Rover into a fungal vortex and held off four waves of mind worms, saving an entire colony. We immediately purchased his identity manifests and repackaged him into the Recon Rover Rick character with a multi-tiered media campaign: televids, touchbooks, holos, psi-tours– the works. People need heroes. They don’t need to know how he died clawing his eyes out, screaming for mercy. The real story would just hurt sales, and dampen the spirits of our customers.”

‘Abort, Retry, Fail?’ was the phrase some wormdog scrawled next to the door of the Edit Universe project room. And when the new dataspinners started working, fabricating their worlds on the huge organic comp systems, we’d remind them: if you see this message, always choose ‘Retry.’
-quote from one of Morgan’s software developers

“Resources exist to be consumed. And consumed they will be, if not by this generation then by some future. By what right does this forgotten future seek to deny us our birthright? None I say! Let us take what is ours, chew and eat our fill.”

“Fossils fuels in the last century reached their extreme prices because of their inherent utility: they pack a great deal of potential energy into an extremely efficient package. If we can but sidestep the 100 million year production process, we can corner this market once again.”

“Look at any photograph or work of art. If you could duplicate exactly the first tiny dot of color, and then the next and the next, you would end with a perfect copy of the whole, indistinguishable from the original in every way, including the so-called “moral value” of the art itself. Nothing can transcend its smallest elements.”

Peacekeeping Forces:
Led by Brother Lal, the Peacekeepers are perhaps the most balanced faction in this game. Dedicated to human rights, scientific research, democracy, freedom of information, and peace, they are quite to make enemies with many of the more extreme factions. And of course, the majority of quotes from this faction deal with inalienable rights of human beings, the importance of freedom, and the consequences of certain technologies.

“As the Americans learned so painfully in Earth’s final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master.”

“The Mind Worms are the natural defenses of the living Planet–the white blood cells, if you will. In a world in which unassimilated thought represents danger, the Mind Worm seeks out concentrations of sentient mental energy and destroys them, ruthlessly and efficiently.”

“The entire character of a base and its inhabitants can be absorbed in a quick trip to the Rec Commons. The sweaty arenas of Fort Legion, the glittering gambling halls of Morgan Bank, the sunny lovers’ trysts in Gaia’s High Garden, or the somber reading rooms of U.N. Headquarters. Even the feeding bay at the Hive gives stark insight into the sleeping demons of Yang’s communal utopia.”

“The Warrior’s bland acronym, MMI, obscures the true horror of this monstrosity. Its inventors promise a new era of genius, but meanwhile unscrupulous power brokers use its forcible installation to violate the sanctity of unwilling human minds. They are creating their own private army of demons.”

Spartan Federation:
The Spartans are aptly named, and represent the faction that believes that the right to bear arms in both inalienable and unquestionable. Led by Colonel Santiago, a total badass in her own right, the majority of what comes from them consists of philosophical tidbits taken from Sun Tzu’s Art of War, updated for the modern age, and some random bits of marching songs and barracks scuttlebutt.

“Information, the first principle of warfare, must form the foundation of all your efforts. Know, of course, thine enemy. But in knowing him do not forget above all to know thyself. The commander who embraces this totality of battle shall win even with inferior force.”

“I don’t know but I’ve been told, Deirdre’s got a Network Node. Likes to press the on-off switch, Dig that crazy Gaian witch!”
-Spartan marching song

“Industrial Grade Nano-Paste, one of Planet’s most valuable commodities, can also be one of its most dangerous. Simply pour out several canisters, slide in a programming transponder, and step well away while the stuff cooks. In under an hour the nano will use available materials to assemble a small factory, a hovertank, or enough rifles to equip a regiment.”
describing industrial nanomachines

“We shall take only the greatest minds, the finest soldiers, the most faithful servants. We shall multiply them a thousandfold and release them to usher in a new era of glory.”
-upon developing the Cloning Vats

The University:
Led by Academician Prokhor Zakharov, the University is Planet’s great espouser of technological progress and scientific research, unhampered by such things as spirituality and political controls. On the one hand, they call to mind the stereotype of the mad scientist. On the other, they are picture perfect representations of the empirical method and true believers in freedom. As such, they make good allies, but can turn into enemies rather easily as well. Consistent with their outlook, the majority of what their leader has to say concerns scientific ideas and a defense of their methods from what they see as small-mindedness or old world dogma.

“Man’s unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me. We long for a caring Universe which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest of doubts. God has not been proven not to exist, therefore he must exist.”

“A brave little theory, and actually quite coherent for a system of five or seven dimensions — if only we lived in one.”
-after researching String Theory

“What actually transpires beneath the veil of an event horizon… decent people shouldn’t think too much about that!”

“The first living thing to go through the device was a small white rat. I still have him, in fact. As you can see, the damage was not so great as they say.”
-after developing the technology for teleportation gates

“The popular stereotype of the researcher is that of a skeptic and a pessimist. Nothing could be further from the truth! Scientists must be optimists at heart, in order to block out the incessant chorus of those who say ‘It cannot be done.’

“We have reached an informational threshold which can only be crossed by harnessing the speed of light directly. The quickest computations require the fasted possible particles moving along the shortest paths. Since the capability now exists to take our information directly from photons traveling molecular paths, the final act of the information revolution will soon be upon us.”
-upon developing Optical Computers

Time travel in the classic sense has no place in rational theory, but temporal distortion does exist on the quantum level, and more importantly it can be controlled.

Other:
“A handsome young cyborg named Ace,
wooed women at every base
.
But once ladies glanced at
His special enhancement
They vanished with narry a trace!”
-Spartan Barracks Graffiti

“Mary had a little lamb, Little lamb little lamb, Mary had a little lamb, whose fleece was white as snow.”
-Assassins’ Redoubt Final Transmission, after you build the “Dream Twister”, a psionic weapon that drives people mad

“Please don’t go. The drones need you. They look up to you!”

I think that last one is my favorites. I queues up from time to time when you try to quit the game suddenly. Oh, and as promised, some movies from the gameplay. With the exception of the Intro segment, all play after you complete a Secret Project.

Intro:

The Human Genome Project:

The Hunter Seeker Algorithm:

The Cyborg Factory:

The Universal Translator:

The Self-Aware Colony:

The Dream Twister (My favorite!):

The Singularity Inductor:

The Voice of Planet:

The Ascent to Transcendence:

Utopia in Popular Culture

Aeon Flux:
Fans of this animated cult-classic are sure to understand why this show has made the list. In the futuristic setting of the show, events revolve around an ongoing conflict between two societies. On the one side, there is Brenga, a police state run by the autocrat Trevor Goodchild. On the other is the anarchist state of Monica, where the show’s main character – Aeon, a Monican agent and spy – comes from.

Much like the world of the Cold War, these two sides are locked in an ongoing state of detente, where espionage and skirmishes take place back on both sides. The border region between them resembles that of Cold War-era Berlin, where a massive wall separates the two and those trying to cross are either shot or cut down. In one particular episode, people who are missing limbs were a focal point, demonstrating just how many people have fallen victim to the border defenses.

This is a common feature in the story, as it seems that the people of Bregna (known as Breens) would like very much to live the lives of Monicans. Its for this reason that one of Aeon’s duties as an agent is to make regular runs into Bregna to get people out through a series of underground passages. It is also suggested that it is precisely because Monica has no official representatives that it is impossible for Trevor Goodchild to deal with them. He does not seem to understand how their society works, and therefore cannot bribe, threaten, or intimidate them into a peace settlement.

Avatar:
Here is a perfect example of the traditional Edenic civilization being threatened by the evil progress-driven bad guys. Though it was not my favorite movie by any means, it’s undeniable (aka. blatant) utopians themes are quite clear. In short, the Na’vi live a peaceful, contended existence with their environment, and are even telepathically linked to a planetary intelligence known as Eywa.

Borrowing elements from Native American lore, the Gaian hypothesis, and the concept of an ecological utopia, Cameron created a world where paradise was to be found by anyone with appreciative eyes. Whether it was their communion with animals, the trees, or Eywa, the Na’vi elevated the concept of living in harmony with their environment to literal levels.

Demolition Man:
Again, we have what is often classified as a dystopia, but which is made so because of its apparent utopian elements. Set in the not-too-distant future of San Angeles – the mega-city formed from the merger of LA and San Diego – the story revolves around the social experiments of one Dr. Raymond Cocteau.

In addition to being the man who invented the cryo-stasis prison system, which was central to the plot, he is also the man who pioneered the San Angelans “utopian” way of life. In essence, this way of life is bereft of violence, crime, and drug use. The people live what can only be described as a peaceful and contented existence, believing that everything that came before them was characterized by violence and brutality.

The price tag was high, to be sure. People are no longer allowed to swear, play contact sports, own guns, or eat anything remotely unhealthy. Violent and/or sexual entertainment has also been banned, as has real sex. However, the people of San Angeles seemed to accept all this based on the state of society prior to Cocteau’s “revolution”.

The proliferation of violence, chaos, drug use and venereal diseases pretty much left them thinking they had no choice.  Such is the nature of utopian engineering, in the end, where people willingly surrender certain aspects of their lives in order to achieve something better. Much like collectivization, the banning of money, or the elimination of monogamy.

Futurama:
This might seem like a bit of a stretch, but I’ve always felt that anyone who loves science fiction can’t help but notice the classic themes and elements in this show. Usually this takes the form of dystopian elements – suicide booths, career chips, the tax monster, etc. However, at other times, some decidedly cheery and optimistic tones make it in.

For example, in one particular episode (season 1, episode 8: “A Big Piece of Garbage”), Earth finds itself being threatened by a massive ball of garbage. They deduce that only a similar ball would be able to deflect it, but unfortunately, no garbage exists. Everything on Earth is now recycled, used cans are recycled to make robots, and used robots are used to make cans. Nothing goes to waste, which is why Fry must teach them how to litter!

And then again, in season 6, episode 2: “In-A-Gadda-Da-Leela”, Leela and Zapp Brannagan land on what appears to be a mysterious, Edenic planet. Here, Leela and Zapp begin living freely as if they were Adam and Eve, which includes shedding their clothes, talking to a serpent, and living off the land. Of course, it was all a ruse by Zapp who once again just looking to get Leela in the sack, but the illusion was complete!

Sid Meier’s Alpha Centauri:
There’s a reason this game is one of my all-time favorites, and that is because it’s so inspired! One immediately gets the feeling upon playing this all the way through that a lot of classic sci-fi elements went into the making of it, as well as genuine cultural, sociological and scientific research.

For starters, there is the concept of colonizing a new world and the social experiments that it naturally will entail, which is in keeping with KSR Mars Trilogy. Each faction in the game represents a different take on engineering the perfect society. There are the humanitarians, the believers, the Gaians, the hive-mind people, the free-marketeers, the militarists, and the rational empiricists.

What’s more, the technology tree that is featured in the game contains many options for social engineering, the intended end result of which is a perfect society in one form or another. These include Thought Control, Cybernetic, and Eudaimonic, three basic visions of utopia which are dependent upon repression, post-humanism, and a utilitarian, social welfare approach meant to enrich the lives of as many people as possible.

There’s even the option of achieving transcendence, which is one of the victory condition’s of the game. This is achieved by merging with Alpha Centauri’s planet-wide organism, becoming part of its mass consciousness and ensuring a sort of quasi-immortality as it were. This is considered the biggest and best victory option since it ensures planetary peace, as opposed to conquering all the other factions, united them, or cornering the planet’s energy market (the three other victory conditions).

Star Trek:
When it comes to commercial sci-fi, Star Trek pretty much has the market cornered when it comes to utopian elements. Whether it was the original series, TNG, or its subsequent spinoffs, it was clear that humanity had reached a state of technical and social perfection thanks to advances made in science and technology, not to mention good old fashion optimism.

For starters, the United Federation of Planets was an egalitarian democracy where all member races were entitled to representation, a constitution guaranteed extensive rights and freedoms, and all wants and needs were addressed thanks to replicators, abundant energy, transporters and warp technology.

And of course, numerous references are made to the fact that Earth is crime free, all known diseases have been cured, and troublesome things like poverty, slavery, exploitation, inequality and human drudgery have all been eliminated. No real explanations are given as to how, but its clear it happened by the 22nd century.

Star Wars:
Though not a utopian series by any stretch of the definition, there are some tell-tale aspects of the franchise which warrant examination. For example, though the bulk of the story takes place during the “Dark Times”, when the evil Empire rules, numerous allusions are made to a time before the Empire where things are described in somewhat idealistic terms.

For example, here is how Obi-Wan describes the role of the Jedi in the good old days as follows: “For over a thousand generations, the Jedi were the guardians of peace and justice in the Old Republic.” In addition, it is also made clear that the Old Republic was governed by an interstellar democracy known as the Galactic Senate. Between the Jedi and the government, things like slavery, conquest, blatant racism, genocide, and all other forms of behavior common to the Empire were highly illegal.

In having this era of peace and relative prosperity to compare their current circumstances with, Lucas was able to drive home the point of how the Empire was illegitimate and had seized power by unjust means. It also made the heroes current predicament seem that much more emotionally involved.

Wing Commander:
Calling to mind such franchises as Star Trek and Man-Kzin Wars, the Wing Commander series takes place in the distant future when a semi-utopian humanity is engaged in a war with a militaristic foe. As with the violent Kzin, the enemy in this series known as the Kilrathi, are a race of feline anthropoids.

Governed by a strict hierarchy and warrior code, the Kilrathi are driven to war and conquest and have been fighting humanity for generations. Though no formal description is ever made of the Earth government or human customs, many hints are given that suggest that the Terran Confederation is governed by the comparatively enlightened ideals of humanitarianism and democracy.

For instance, in the first Wing Commander it is said that Kilrathi do not place the same importance on alien life as the Confederation. Evidently not, since conquest, slavery and genocide seem to be par for the course for them! In addition, several alien species are allies with the Confederation, usually for the sake of mutual defense against the Kilrathi.

And as with Star Trek, the bad behavior of the enemy species is held in contrast to the comparatively peaceful and egalitarian behavior of humans. And as always, this is designed to illicit a point about history and human nature.

Conclusions:
When it comes to popular culture, there never seems to be a shortage of inspired science fiction elements. This is true of movies, television, and the gaming world. However, I can’t help but notice just how more common dystopian movies, shows and games are. For whatever reason, it just seems like tales of dark futures are much more popular. Is it because dark futures seem more realistic, or might it have to do with the proliferation of dystopian literature in the last century or so. Either way, believe me when I tell you that examples of modern utopian sci-fi franchises were much harder to find. No wonder Neal Stephenson challenged the sci-fi writers of the world to come up with something cheerier!

Coming soon: Video game reviews!

A short while ago, I did a review on my top ten favorite nostalgic games. I might have mentioned somewhere in there that this was an intro to a new segment I was thinking of getting into: video game reviews! Well, I’ve decided to take the plunge. In the next few weeks and months, I’d like to do full reviews on the sci-fi video games that have made an impact on me over the years, or that I’ve just taken the time to enjoy.

I’ve prepared a tentative list below and would like to know if anyone has any games they’d like to add. Keep in mind two basic criteria: One, it should be a sci-fi or fantasy game, or at least something that’s mildly futuristic (which is how I justified adding Modern Warfare to this list). And two, it needs to be something I have or will be able to get my hands on in the near future. But anything’s possible given time, so just make your suggestions and I’ll let you know if I can or can’t find it!

Thanks you and happy gaming! Expect the first reviews soon 😉 *Note that the list is a mock-up and the actual reviews need not occur in that order.

  1. Knights of the Old Republic
  2. The Sith Lords
  3. Star Wars: Force Unleashed (I and II)
  4. Sid Meiers Alpha Centauri
  5. Halo (1, 2, 3)
  6. Starcraft (and Brood War)
  7. Starcraft II: Wings of Liberty
  8. Elder Scrolls IV: Oblivion
  9. Modern Warfare (1, 2 and 3)
  10. AVP (2010)
  11. Wing Commander (I, II, III)
  12. Wing Commander Privateer (1 and 2)

Top 10 Most Nostalgic SF Games

Hey all. The other day, a revolutionary idea came to me. What with all the other sci-fi stuff I cover, why haven’t I made any mention of sci-fi videogames? Not sure, really, seems kinda obvious now that I think about it. God knows I love talking about the stuff that inspired me, and I’m not ashamed to admit it that sometimes, those things have been games.

Whether they were first-person shooters, space combat simulators, or strategy games, there are some games which have stuck with me over the years. It might have been their cool game-play, inspired backstories, or classic sci-fi elements. Who knows? Point is, I liked them then and, with some exceptions, I like them now.

Anyway, here are the top then that stand out in my mind, in ascending order:

10. Halo 2
Granted, this game has not been with me too long, as I came to it a bit late in its existence. But I still count it among my top sci-fi nostalgic classics. And in that, I am hardly alone! For gamers, Halo 2 was one of the most anticipated sequels of the last decade. Combing kick-ass gameplay, a cool storyline, and some badass weapons and vehicles, Halo 2 remains a game that I can play over and over.

My favorite missions are the earliest ones when the Covenant are assaulting. Room to room and street to street combat with automatic weapons is much fun! And commandeering a Warthog and joyriding through the transit tunnels of New Mombasa? Pure action gaming art! And while I never really got into the multiplayer thing too much, I have to admit that it’s both extensive and endlessly entertaining.

In addition, I found the storyline highly respectable. In addition to having a classic sci-fi and space opera feel, it contained some genuinely respectable themes and plot devices. The whole backstory about the Forerunners was interesting; but then again, anything involving an ancient and extinct species who’s technology still litters the Galaxy is cool! And the way the Covenant theocracy was following what they believe to be the path to salvation, when in fact they were walking headlong into their graves – tell me that’s not significant!

9. Doom
Granted, it didn’t have the most inspired storyline, but do you think a 16 year old boy gives a damn about stuff like plot and character development? No, he cares about shooting guns and blowing shit up! And that’s precisely what this game was good for when I was a surly teen looking for some fun and adventure on my PC.

And in a lot of ways, this game was a pioneering piece of software. It’s first campaign was made available through shareware, it was one of the first first-person shooters of all time, and it established a new standard when it came to gore and violence.

Thousands of others would follow, each following Doom’s example of a varied arsenal, raw firepower and bloodletting! It was also spawn a slew of sequels, comics, and RPG, and even a horrible, horrible movie. It also provided me with the means to mispend my youth. Good job Doom!

8. Star Wars: Knights of the Old Republic
Speaking of time poorly spent, I can’t tell you how many hours I dedicated to playing this game when I first got it. As I recall, I was in my early 20’s at the time and living in a tiny bachelors apartment in Ottawa. One day this game came in the mail courtesy of one of my best friends (thanks Chi!). I spent the next three days playing it all the way through, pausing only to eat, sleep, and maintain some semblance of a life.

Yes, it was just that addictive. And all because it combined quest-based gameplay with lightsaber duels, a detailed universe, and a genuine Star Wars-esque storyline. Granted, its replay value is a little shaky given that most of the fun comes from completing quests and uncovering the whole mystery plot, but I still found ways to waste time with it!

Another appealing feature about this game was the fact that it took place during the Sith Wars, something that gets mentioned in the expanded universe but never really covered in any detail. So while you’re playing, you get the added benefit of having some important background info filled in for you. If you’re a Star Wars geek, which I admittedly am, this is kind of a big deal…

7. Starcraft
Granted, it took Blizzard FOREVER to make the sequel, but they been busy, what with Diablo, Warcraft, and all their various sequels. And in the meantime, they did give us that fantastic expansion pack to tide us over.

In any case, Starcraft has to be one of the most infinitely replayable games in the history of real-time strategy games. It’s creative, got a good storyline, and some genuinely awesome characters. The Terran Marines are delightful hicks, the Protoss religious zealots, and the Zerg horrifying beasts. What’s not to like? And let’s not forget the multiplayer, which kept gamers entertained for years after the original release date.

And as I said, the expansion pack was really great. As if the original storyline and units weren’t enough, they managed to make some truly worthy add ons with Brood War. I especially loved the Medics and the Dark Templar, the former making Marine shoot em ups more effective, and Dark Templars who’s dark look and hyperblades were just so cool. But the storyline was still what I liked best. Terran exiles, invading aliens, complicated alliances, double-crosses and intrigue. Can’t wait to see how what happens in SC II. Just need me a faster computer before I try to play the damn thing is all!

6. Command and Conquer
Speaking of real-time strategy games, the next up is the classic Command and Conquer! Though I didn’t take to the sequels so much, I thoroughly enjoyed this baby for like a whole summer between grades 11 and 12. And much like Starcraft, the multiplayer was the icing on the proverbial cake, taking all the guerrilla fighting and strategizing to new heights.

And the storyline, once again, is something which I certainly appreciated, being an alternate history and all. To break it down, the story takes place in a world where Hitler never came to power in Germany and Stalin became the big menace of the century in his absence. Once he was defeated, a global coalition known as GDI (Global Defense Initiative) was formed.

And in a way, the game predicted the “war on terror” a bit early, predicting that this coalition would have to fight against a multinational terrorist organization (Brotherhood of Nod) for global supremacy. This war was triggered by the arrival of an alien substance, known as Tiberium, to Earth, an organic-mineral compound that is also radioactive. Pretty cool, real science fictiony when you get right down to it. And the varied units were also neat, each side having their own distinct soldiers, vehicles and special abilities. These made things like rushing virtually impossible, as all units had their own strengths and weaknesses, and could not therefore make offensives unless they had support.

5. X-Wing
Another classic game and one of the most popular flight simulators of all time. Maybe it was because it combined space dogfights with the Star Wars universe. Maybe it was because every kid who grew up with the franchise wanted to fly X-wings and take down the Death Star. Who knows? Point is, it worked, and I for one got a real kick out of it.

Taking place before and during the events of the original movie, X-wing follows the exploits of a Rebel pilot who fights for the Alliance in a series of campaigns. These include raids, escort missions, seizure operations, reconnaissance, and ultimately, large scale assaults. While most missions involve piloting the venerable X-wing, you also get to fly A-wings, Y-wings, and even B-wings (in the expansion pack).

Over time, these campaigns culminate in an attack on the Death Star from the end of the first movie. In the expansion pack, the story continues with the evacuation of Yavin and the search to find a new base of operations, eventually leading to the establishment of a base on Hoth. These events, which took place between movies one and two, are fertile ground and get a good showing here. The same is true with all the early events of the franchise, stuff we hear about in the original movie and expanded source material, but never got to see.

One of the coolest things about this game was the details. When assaulting enemy ships, you could disable them as well as destroy them. This could include disabling subsystems with ion guns or missiles, or targeting things like engines and weapons and destroying them. When assaulting capital ships, you were also able to take out weapons and missile turrets, not to mention shield arrays. This made for a more realistic gameplay, something which other space combat games would emulate in years to come.

4. Wing Commander II
Coming in fourth on this list is the second installment in the Wing Commander series. Another space-combat simulator, this game emerged at about the same time as X-wing and was, at least in my neighborhood, its chief competitor for all the mispent hours we would play games!

In truth, I’m kind of hard pressed to pick one game in the series, since I loved the first three games. But when it comes right down to it, I think I spent the most amount of hours on this one, so WC II for the win! Picking up where the first one left off, this game in the series is set aboard the TCS Concordia and follows the exploits of the series’ protagonist Capt. Christopher Blair.

This is something that set the WC series apart from other space-combat simulators, which is the story-driven and personal nature of the game’s story. Even though the protagonist wasn’t given an official name until the third game (gamers got to use whatever name they wanted), everything centered around the life of this one person, their experiences being yours and helping to shape the course of the game.

In short, after being humiliated and demoted due to the destruction of your former ship, the Tiger’s Claw, you are relegated to a backwater assignment aboard a space station. You remain there, until the TCS Concordia shows up in-system looking for help. After defending her, you are transferred aboard her and become part of its campaign to fight the Kilrathi for control of the Enigma sector (if this is starting to sound familiar, then chances are you read my blurb on the Tiger’s Claw in the Cool Ships series).

In any case, by game’s end, you clear your name, defeat the Kilrathi, and gain control of the sector. Much fun! And because it was personally focused, you find yourself getting emotionally involved and being that much more concerned with winning each mission in your campaign. And of course, as with the first game in the series, this one also had spinoffs which added to the fun as well.

3. Wing Commander Privateer
Though this game bears the WC name, it was more of a spinoff than part of the series. And that’s one of the things I loved about it. Though connected to the main storyline, it was a standalone space combat simulator with a story of its own, and which delved into the world of pirates, smugglers and privateers.

Arriving in my game pile between WC II and just after Doom, I spent the better part of a year playing this game because it was just so replayable! What made it fun was the fact that with this installment in the WC universe, you were a private contractor, you pulled missions for hire, and you used your money to upgrade your ship and buy new ones altogether.

You also got to choose your focus in the game. You could become a merchant, a mercenary, both, and add to that with a little pirating and illegal trading. And of course, there was a larger story set to the backdrop of the Confederation-Kilrathi war and your own drive to get rich. Basically, it involved an ancient ship that was roaming around the quadrant, killing ships on both sides. If you chose to partake of this campaign, you followed clues, pulled jobs, and pieced together the mystery of the ship until it was destroyed.

But above all, the most cool aspect of the game was the richly detailed universe. There were literally dozens of systems and planets for you to venture to, as well as space stations and pirate hideouts. Every place had its own feel and aim, and the jobs you could pull on any given one were suited to match. Years later, I would remind myself of this game when it came time to develop my own sci-fi universe (again, the one I used to write Legacies).

2. Descent: Freespace
One such game was the smash hit and personal favorite of mine, Descent: Freespace. Released in 1999, this game remains one of the best fighter simulators I have ever seen. And I’m hardly alone in thinking that, seeing as how several games (including the online BSG game) have used its engine as a platform. Much like Half Life 2, this game has had many imitators and borrowers due to the sheer wickedness of its design.

But again, one of the things that I loved about this game was its backstory. Set in the 23rd century, the GTA (Galactic Terran Alliance) is at war with an alien race known as the Vasudans. This war has been ongoing and spans several star systems, with losses numbering in the millions. However, all this changes when a new race, known as the Shivans, appears suddenly and begins attacking both sides indiscriminately. After several attacks, the GTA and the Vasudans agree to put aside their differences and focus on this common threat, as the Shivans are clearly not playing favorites.

Also, the Shivans possess vastly superior technology. Their ships are shielded – something neither side has – and are very difficult to track on sensors. Their capital ships are also very tough and hard to disable, and their largest vessel, the Lucifer (expect to see it in the next Cool Ships installment) seems invulnerable to conventional attack. As a result, much of the game is spent conducting intel gathering and raids to procure pieces of the aliens technology. And things really escalate when the Lucifer discovers the location of Vasuda Prime and Earth.

What I loved about this game was how much it reminded me of Babylon 5 and the whole Earth-Minbari war, how Earth Force found itself so outmatched and struggled to try and find a way to beat Minbari technology. I often wondered if the game designers had been inspired by it, given the common elements. On top of that is the fact that you never really get to learn why the Shivans are attacking, or even what they look like. The mystery of who and what they are remains well into the sequel.

But even without all that, the gameplay itself was nothing short of awesome. The missions were realistic, the ships were realistic, and the space combat was realistic (and detailed). I’m not ashamed to admit that this game actually formed part of the basis for my own sci-fi creation, the novel Legacies and the kind of universe it was set in. Being gritty and realistic, I thought I’d found my perfect muse, and did my best to adopt, if not outright copy, a lot of its feel.

Ah yes, and according to an article I read recently, it appears that there might be a third installment at some point in the future. Efforts have kind of stalled, but apparently the developers who worked on the first two games said that they “would kill for a chance to develop Freespace 3.” Given how the sequel ended on a cliffhanger and just how kick-ass this series is, I count myself among them! Tell me who’s gotta go, I’ll take care of ’em!

1. Sid Meier’s Alpha Centauri
Finally, coming in at first place, is Sid Meier’s sci-fi spinoff, Alpha Centauri! Much like the Civilization series which bore his name (and which I adored!), this game was a turn-based strategy engine that focuses on civilization building and conquest, with the player choosing a faction and then ensuring that they become the dominant force in the game.

However, what set this game apart from the Civilization ones was its uniquely speculative and futuristic undertone. Based in part on the Civ games, this story is basically an extension of the original series, where games would end when a player either conquered the world or won the space race by sending a colony ship to Alpha Centauri.

But far from just picking up where these games left off, this game revolves around the idea that Earth was abandoned by the people on the colony ship because of its rampant overpopulation, war, famine, chaos and environmental destruction. This puts the stakes much higher, as the mission is not just to colonize but ensure the survival of the human race.

The story begins with the colonist splitting into five factions before they make “Planetfall”. These include the Morganites (a bunch of monopolistic capitalists), the Gaians (environmentalists), the Hive (totalitarians), the Believers (religious zealots), the Spartans (survivalists), the University (rationalists), and the Peacekeepers (humanitarians). Together, they represent the entirety of the human race, all its particular drives and obsessions. Their struggle clearly mirrors of that of humanity in the present day world.

On top of all that, there’s a planet-wide organisms which is made up of pink fungi and “mind worms”. This organism, as a whole, grows and evolves towards super-sentience every few million years as the planet’ sun reach perihelion. Naturally, this has coincided with the arrival of the colonists, and therefore poses a threat to their survival. So in addition to dealing with the threat of the other factions, there is added threat coming from the planet itself.

In the end, there are any number of ways to win the game. You can conquer the other factions, in which case it is reasoned that you will be able to face the growing threat from “planet” unimpeded. There is a an economic victory, in which a single faction corners the “energy market” (energy being the basis of currency on this world). Then you have diplomatic victory where you basically ally yourself with every faction left in the game, followed by the “transcendental” victory where you become the first faction to achieve union with the planetary organism.

This last option is the biggest and best, being the one that deals with the biggest problem of what to do about the planet and in such a way that ensures humanity’s virtual immortality. By merging humanities consciousness with the planetary organism, you not only achieve a degree of immortality, you also help ensure that the organism won’t regress this time around. And it gives you the highest final score, which is why I always preferred it.

And then there’s all the cool units you get to make. As with the other Civ games, new technologies give you the ability to craft new units. This grows more complex and varied the more technologies you unlock, giving you the means to equip units with new weapons, armor, and special abilities. But the best thing about this game, aside from all the classic sci-fi elements, is the inspired nature of it all. Some serious thought went into the technologies you research, as well as the philosophical models you can adopt.

I’m telling ya, its like some serious sci-fi geeks got together, read all the classics, swallowed the works of Sartre, Plato, Nietzsche, and then waded through the theories of Einstein and Hawkins. This game was a favorite of mine during the early 2000’s, and recently, I managed to get an a copy of it through Amazon.com and have been wasting time on it once more. I’m a happy manchild!

Okay, now I’m feeling kinda weird, geeky, and like I got some serious wasted time to make up for…  But hey, I’m not sorry! Like most people my age, I grew on the dubious combination of television, movies, and video games, with a few genuine experiences thrown in for good measure. If we can’t appreciate the stuff we wasted our youth on, then what good is it? Until next time 😉