Civilization games face a particular conundrum. It’s a small thing, even a niggle. I wouldn’t even describe it as solvable. It’s just there, always putting up a fight, demanding a reckoning from designers and forbearance from players. Hardly fair that it always pops to mind when I sit down to play one of these things.
That conundrum is movement. Literally, how your units move across the map. To use it as a metaphor to describe Scott DeMers’ Hellenica, imagine an ancient army departing their city-state, well-provisioned and suitably optimistic, supported by baggage trains and ships and combined arms and allies, only to falter exactly one step short of capturing the city of their oldest rival.
Perhaps the most sobering tragedy of the Hungarian Revolution of 1956 is that its most significant global impact was to cause a few Communist philosophers in France to reevaluate their stance on the benevolence of the Soviets. Without support from President Eisenhower, the revolution’s early success may have temporarily placed their occupiers on the back foot, but there was nothing they could do in the face of an all-out mechanized assault. Tens of thousands were killed, injured, executed, or deported. That year, Time magazine named “The Hungarian freedom fighter” their man of the year. Come 1957, it was Nikita Khrushchev.
Days of Ire: Budapest 1956 is all about capturing that first triumphal week of the revolution, when brave men and women rose up throughout Budapest to express their displeasure at the Secret Police, State Protection Authority, and other emblems of Soviet control that had taken hold of their country. It sounds like exactly the sort of game that ought to tickle my fancy. So why hasn’t it?
It’s the nature of children to kill their parents. I’ve come to terms with this, which is why Baby Cate has already received the best firearms, outdoor survival, and martial arts training available to two-year-olds. For a premium, anything is possible. And when the time comes, I’ll put up a noble fight.
Which is perhaps why Posthuman stands out in spite of itself.