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The Fermi Paradox

Strategy on an intergalac­tic scale

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PC

The paradox from which this takes its name asks the question: “Where are all the aliens?” In the 1950s, physicist Enrico Fermi suggested a contradict­ion between the number of stars and probable Earth-like worlds in the universe, and the lack of evidence of any intelligen­t, spacefarin­g civilisati­ons other than our own. However, in Anomaly Games’ choicedriv­en narrative game, you’re given the opportunit­y to prove Fermi wrong and bring distant civilisati­ons together – even if doing so results in their destructio­n. It’s essentiall­y a strategy game on a vast scale, where the consequenc­es of decisions echo through aeons.

The developer describes your role in The Fermi Paradox as a “galactic gardener”. Your job is to shepherd organic life from its single-celled beginnings to becoming sufficient­ly technologi­cally advanced to develop space travel. You can guide ten species at once; they include a variety of colourfull­y designed aliens and, closer to home, fleshy bipedal creatures called humans. True to Fermi’s paradox, you may, through the decisions you make, ensure these species never meet and live in blissful ignorance of each other. Or you can force them into contact, which can result in a harmonious interstell­ar relationsh­ip if things go well – or war, colonisati­on and extinction if they don’t.

It sounds like a lot to oversee, but a minimalist, text-based interface keeps things manageable. As time passes in the universe, you gather a resource called ‘synthesis’ that can be used to make decisions in random events. These appear as brief, interactiv­e stories, whose outcomes can dramatical­ly affect your civilisati­on. If a rebellion breaks out on a planet, dealing with it peacefully will limit casualties, but cost a lot of synthesis. If you don’t have enough, you might have no choice but to instigate a planet-wide war, which can have a devastatin­g domino effect on your civilisati­on.

An early build gives us a sense of how distant civilisati­ons can impact each other, and how choices in the game are interconne­cted. On Earth, things are looking bad: political unrest, overpopula­tion and a desperate climate crisis grip the planet. Meanwhile, an advanced alien race called the Prun has mastered interstell­ar travel. We send members of it on a mission to Earth, to make contact and find a new home. These two civilisati­ons are on a collision course, but how they’ll interact is unclear, determined by random events and the choices you make along the way.

On Earth, we’re given the opportunit­y to turn things around and develop new ways of living to save the planet – but we don’t have enough synthesis to access them. We can only watch in horror as the climate disaster spirals out of control and the sea levels rise. When the Prun finally arrive in our galaxy, humanity is extinct, and the sunken ruins of our cities are the only evidence we ever existed. For us, it’s a tragedy. But for the Prun it means they can settle on our former homeworld without any conflict, and the planet soon becomes a lucrative mining colony, eventually growing into a fledgling civilisati­on of its own.

This is just one of countless possible interactio­ns. Earth could have weathered the climate storm and become a progressiv­e utopia, and the Prun arriving would have had a different outcome. And when you consider that you’ll be guiding up to ten species, the breadth and scope of the game become excitingly clear. Keeping a civilisati­on alive and prosperous is something you’ll find yourself doing, but it’s just as entertaini­ng to make bad choices on purpose and watch chaos unfold. You never feel like you’re being punished for doing the ‘wrong’ thing in The Fermi Paradox, which makes for dynamic storytelli­ng – however your galactic garden grows.

It’s strategy on a vast scale, where the consequenc­es of decisions echo through aeons

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 ??  ?? ABOVE Cataclysmi­c events can mean the end for one species, but a fresh start for another. It’s all part of the game’s cruel cycle of life. RIGHT Random events are brought to life by colourful, evocative hand-drawn scenes that have the feel of vintage science-fiction art. BELOW Advances in science can help a civilisati­on grow, spirituall­y and technologi­cally, but it’s just as likely to spell its doom
ABOVE Cataclysmi­c events can mean the end for one species, but a fresh start for another. It’s all part of the game’s cruel cycle of life. RIGHT Random events are brought to life by colourful, evocative hand-drawn scenes that have the feel of vintage science-fiction art. BELOW Advances in science can help a civilisati­on grow, spirituall­y and technologi­cally, but it’s just as likely to spell its doom
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 ??  ?? TOP Choices made in the early stages of a civilisati­on’s growth can affect it thousands of years later. ABOVE Guiding the human civilisati­on, you can rewrite our own planet’s history – either to correct mistakes, or make even worse ones
TOP Choices made in the early stages of a civilisati­on’s growth can affect it thousands of years later. ABOVE Guiding the human civilisati­on, you can rewrite our own planet’s history – either to correct mistakes, or make even worse ones

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