Gaming the USSR: Can a Gen Z Leader Avert 1985 Collapse?

Ever wondered if you could save the USSR? This new strategy game throws you into 1985 with a mandate for radical change. One player tried a “Gen Z” approach, empowering a boozy reformer named Cool Greg. The results? Let’s just say the vodka flowed freely, but national bankruptcy ensued. Could you do better?

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The intricate challenge of guiding the Soviet Union through its twilight years, specifically from 1985, is the core premise of a compelling new political simulation game, “Crisis in the Kremlin.” This title, a spiritual successor and remake of a classic, invites players to rewrite Cold War history by assuming the mantle of Soviet leadership during a pivotal era. It delves into the complex socio-economic and political landscape of the USSR, offering a deep dive into the historical forces at play during its decline.

Drawing inspiration from its 2017 predecessor, which itself was a modern take on a 1990s Microprose game, the latest iteration of Crisis in the Kremlin refines the experience with an enhanced user interface and improved English localization. The fundamental gameplay loop remains: players select a leader in 1985, establish a set of objectives, and then navigate the tumultuous decade that followed, making critical decisions that shape the future of the Soviet Union. This historical gaming experience provides a nuanced look at what might have been.

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In a bold departure from conventional leadership strategies, one player embarked on an experimental run, crafting a fictional 35-year-old female leader named Cool Greg. This character, unanimously chosen by the Central Committee, embodied a contradictory blend of radical reformist ideals and a penchant for party intrigue. The objective was to infuse the Soviet Union with a “Gen Z” spirit of aggressive change, moving beyond traditional Stalinist or purely conservative approaches, showcasing the deep customization available within this strategy game.

Cool Greg’s tenure commenced with an ambitious program of aggressive reforms. A key policy initiative involved a concentrated national research effort towards the cyberneticization of the planned economy, aiming for technological modernization. Concurrently, the new leader waged an internal political war, purging conservative and moderate factions from the Central Committee in favor of an unlikely alliance of liberal democrats and neo-Stalinists, a high-stakes gamble in the political simulation landscape.

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The Crisis in the Kremlin game is heavily event-driven, akin to complex paradox titles, where players primarily fast-forward through years, responding to various crises and opportunities. Key decisions include appointing a right-hand man, responding to America’s Strategic Defense Initiative (SDI), and choosing sides in international conflicts like the Iran-Iraq War. Each event presents multiple choices, forcing players to grapple with the multifaceted challenges of the late Cold War history period.

Despite the player’s conscious effort to steer clear of outright national collapse, opting for what seemed like “fun extremes” rather than deliberately sabotaging the state, the internal and foreign policy became characterized by extreme oscillations. Decisions often swung between supporting disparate international allies and radically different fiscal approaches, from extreme thriftiness to lavish spending, illustrating the dynamic and unpredictable nature of this strategy game.

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Ultimately, the constant shifts between ideological poles and policy extremes did not foster the desired domestic stability. While Washington grappled with the unpredictable nature of the Soviet Union’s leadership, one consistent policy stood out: a dramatic increase in the national supply of cheap vodka. This singular focus, combined with the chaotic reforms, unfortunately culminated in a population struggling with alcoholism and, eventually, total national bankruptcy for the virtual state within the political simulation.

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