Fate of the World: Tipping Point Image
  • Summary: Revised, rebalanced and expanded, Tipping Point is Fate of the World as it's meant to be played. Take control of the GEO through the five original missions, plus the “Cornucopia” and “Earth Day” update missions, and the “Denial”, “Migration” and “Extras Pack” DLCs.
Score distribution:
  1. Positive: 1 out of 5
  2. Negative: 0 out of 5
  1. Nov 29, 2011
    90
    It's a must have for card game vets and it's worth a shot for those who have never touched a card game in their life.
  2. Feb 23, 2012
    69
    A wonderfully detailed and terrifying sim. Expanded and slightly improved, but still an opaque and cruel game. [Apr 2012, p.78]
  3. Nov 7, 2011
    65
    Perhaps the most important educational achievement of Fate of the World: Tipping Point is to make players actively consider the next 200 years, rather than just the next election cycle, and show that we're already setting down paths which will channel our options for as long as we can foresee.

See all 5 Critic Reviews

Score distribution:
  1. Positive: 3 out of 3
  2. Mixed: 0 out of 3
  3. Negative: 0 out of 3
  1. 9
    Lets get the bad out of the way first. The UI is not good. I mean sure, making a useable UI to represent the factors that go into earths economy, politics, energy, enviornment, population...it's a daunting task, but the overwhelming amount of information, the limited feedback of the consequences of your actions (Barring having a few PHds in a few fields), and the lack of meaningful representations in a few areas (Which is a more eco-friendly outlook, Green, Altruistic, or Communal? Yeah, I don't know either) compounds the limited and usually tangential in game wiki, and frustrating qualitative information when you really need something quantitative. It can be frustrating. But underneath is a true gem of a game, one that could be a tipping point for games as a medium. This, people, is how you make a educational game that's every bit as fun as an entertainment game. It feels like a true sim, and hippie haters rejoice, blindly pursueing the greenest of policies will do the enviornment more long term harm then good, on top of an economic collapse. And above all...This game is HARD. The easy mode is welcome, because you will be challenged. But the game needs to be hard: The underlying hypothesis is that making things work in the next century to keep out earth liveable and prosperous will require a lot of hard work and sacrifice is an invaluable lesson, and the breathtaking detail that goes into climate models and fossil fuel harvest adds as much realism as you want. Oh, and when you play Oil Fix it, don't worry: We all hate India. Expand
    • 1 of 1 users said yes
  2. A fun and incredibly difficult game to get used to. Missions are comprised of scenarios and set goals you need to meet, but you're plagued with tons of things in the way. You might need to raise the human development index throughout the world, but have earthquakes, rebellions, rising sea levels and rising temperatures. The game is really simply, and takes only 5 minutes to learn how to play, but it will take hours to master. A fun and very educational game. Expand
    • 1 of 1 users said yes
  3. A mildly educational board-game for people who think the solution to problems caused by technology and overpopulation lies in developing more technology that coincidentally helps humans breed even faster. . Fate of The World: Tipping Point is a turn-based game which focuses on climate change and its effect on the economy by putting the player at the head of "GEO" which is a sort of global government and environmental protection agency rolled into one and yes, that's as 1984 as it sounds. There are about 6 or 7 campaigns and each has a victory condition and several loss conditions. The player can manipulate world events by playing certain cards that often have both a positive and a negative effect. The amount of cards that can be played per country (and thus per turn) is limited to the amount of agents you hire in a country to represent the EPA with a maximum of 8. Certain cards last one turn ("5 years") and others will be be continiously active. The player has to decide for himself what he wants to do each turn and his only source of information are the news channels and a wholly inadequate statistical menu. The problem with the card system is that you will have no idea what the outcome of your choice is and the game is therefore highly (and surprisingly) reminiscent of Hidden Agenda (1988) where you would also make choices based on vague charts and news clippings.Why Red Redemption chose to dig up an old corpse and dress it up to parade it around once more is beyond me. However, unlike Hidden Agenda's open ended game-play which simply revolved around staying in power for as long as you could and having a summary of your actions at the end of the game, Fate of the World has very little replay value. Once you solve a scenario, you'll probably not want to revisit it again as the same choices will most likely lead to the same outcome. I finished the first scenario and could not be bothered finishing the second, the interface is simply too inefficient and dull to look at. The artwork is horrible and the sound annoying. Expand
    • 0 of 0 users said yes