There are not all that many games around like it. As an overall strategy-come-management-sim, it's fair, but with a few annoying and perhaps unforgivable flaws. As a chance to stomp around in an underground base built into a volcano, shouting at people and firing giant superlasers at Australia just for the sheer fun of it, it's pretty much your best option.
And while it's easy to recommend you pick up and enjoy The Falconeer, its real magic lies in waiting. As hopefully it's the start of a new series, where we eventually see The Falconeer Black Flag, or whatever Tomas decides to call it. And that is really where it starts to fill my flight chaps with excitement juice.
Port Royale 4 is ambitious and delivers in most regards, leading to a well rounded and beautifully choreographed world. The green tropical islands seem to breathe with life and purpose, a purpose that you influence through a variety of means, whether through trade, nationalism or just blatant piracy.
I might have mentioned that Crusader Kings 2 was one of my favorite games. All I really want out of a game - any game - is to lose myself in a good story. Crusader Kings gives me that, fresh, every time I sit down to play. Crusader Kings 3 is at the start of its own story - I'm estimating we're going to see around 300 DLCs for this beast before it's all said and done - and already through its clarity of interface and intelligent design decisions I can see years of amazing "OH MY GOD, you'll never guess what happened in CK3" moments clogging up Felix's email inbox as I continue on my own journey with this wonderful, wonderful game.
Props to the small team for really doing a whole lot with a little graphically. The rain never seems to let up, and the neon glow of the noodle stands shimmer on the trash-strewn alleys, and the smoky canyons between the seemingly-endless skyscrapers adds a feeling of vastness to the city. Really though, when you get down to it, Cloudpunk seems more like a straightforward interactive novel than it does a really fleshed-out game. It takes the first part of the 'go anywhere, do anything' sandbox model and does it very well. It just doesn't really deliver on the 'do anything' part all that well.
I know it seems like a paradox to say that on the one hand, it's a well-oiled, impeccably balanced sci-fi empire building game with all the elements that make a great wargame; and on the other hand it feels a smidgen like they phoned it in, but there you are. That's precisely how it feels.