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December 12th, 2019, 23:33
The Guardian took a look at Empire of Sin and ask what inspired it.

Empire of Sin is a passion project for Romero, Bafta-winning designer of the acclaimed Wizardry series. Its roots go back to her childhood in Ogdensburg, New York, a town just across the river from Canada. Ogdensburg is home to a bar, The Place, that is said to be the oldest continuously operating drinking establishment in the US, even staying open during the Prohibition era. How on earth did they get away with this, the young Brenda wondered? Not wanting to sour her daughter's view of the police, her mother kept stumm - and unwittingly sparked a lifelong obsession. Romero's husband and co-developer John (otherwise known as the co-creator of Doom) has a more direct family connection to the premise of Empire of Sin: Elvira Duarte, one of the game's bosses, is his great-grandmother.

Empire of Sin is a rich and surprising simulation, split between a white-boxed city management perspective in which time passes continuously, and the grimy or glitzy distilleries, casinos and brothels where battles are waged. Everything hinges, however, on the production and sale of alcohol, your chief source of income. To safeguard your breweries while expanding your dominion, you'll need to recruit gangsters from a pool of 60 characters that is shared between player and AI-controlled gangs.

Thanks MAHak!

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December 13th, 2019, 21:15
Maybe I'm the only one here interested in this game, but I sure hope they haven't boiled the economy down to just alcohol and that's just a case of the writer boiling things down too much in the article. The game Omerta died quickly because it was too simplistic. Real mechanics are what made a game like Gangsters: Organized Crime great. It's not like they were all that complicated, but you extorted people for protection money, ran girls, bribed local cops and elected officials, etc.
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