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Mind-controlling drones and mythical beasts all show up, to steer your little colony in radical new directions. The longer you survive, the more bizarre the events become. External factors like a random faction sending a hunter to my colony with apparently the sole purpose of murdering my dog (naturally, we had him shot on sight). Rivalries develop, in-fighting can happen and that's all before you take into account all the external factors. The real fun stuff happens once you've got a competent colony running and can begin to watch your colonists deal with all manner of scenarios, building relationships with each other and then falling out.
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Going through an entire field of potato plants to order each of them to be harvested is the kind of busy work that feels needless.
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It's fine after enough time but far from intuitive and full of irksome inconsistencies like being being able to mass select some objects but not others. You don't get to take control so must instead lay down blueprints and zones, stack up tasks for them to complete. Once you're down on the ground it's all a matter of laying out tasks for your colonists.
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As long as you're able to look past that and just enjoy the odd behaviour of these robotic colonists, there's fun to be had with RimWorld's unique sandbox. It's not unreasonable that a game of this scale needs to have a simple system to generate its characters, and the end result is that while you have AI that behaves in interesting ways, they never quite feel like real people. It points to the main issue with the game's approach to character, which is to treat people as the sum of a few parts. RimWorld thrives when it's at its most unpredictable, never letting you get too comfortable It’s hardly stirring stuff and does nothing to make your colonists feel like much more than worker drones. They don’t speak, in text or otherwise, and so the facets of their identity are declared in a character sheet that's fed to you through a drip feed of tiny updates. While the system gives you vivid images of characters like the ruthless bounty hunter who’s lazy and a vegetarian, in the end, they all interact in slight variations of the same way.
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These things are not alike but are placed in the character generator with equal importance. "Misogyny" next to "ugly", "hard working" next to "psychopath". It feels odd to have some traits sat alongside each other. All of which leaves a bit of a bad taste in the mouth. Other aspects of queerness are included but in equally reductive ways, like a character's backstory discussing that they're transgender, proof of which being their “dressing up in their mother's clothes as a child”. One of the modifiers is "gay" but "straight" isn't-that's just the default, which is painfully heteronormative and outdated for a game about the far flung future. Each character gets three traits, things like obsessive, lazy or misogynist. There are some peculiar aspects to this approach to character generation, though. RimWorld pitches itself as a story generator and these weird relationships are exactly the thing that fires up the imagination. His daughter, her granddaughter, was now 31. The son she'd left behind was now approaching his fifties. In my first game, I had a colonist who, chronologically, was 114 years old, but, thanks to the weird complications of space travel, was really only 24. There's a lot of promise in the ideas these characters bring to the table.
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