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For all those who have been waiting almost a decade for another
Caesar game, CivCity: Rome definitely isn't it. While the game is
true to the original Caesar, it feels more like a coloured carbon
copy than a new version, complete with a myriad of problems ensuring
that this is not representative of the glory of Rome.
The
story is essentially the same as it was in Caesar; you start out
in the lowest rank, as the manager of a simple mining village that
you have to establish to supply a steady output of stone. It's a
simple walkthrough mission, teaching you the basics, and as you
progress through the subsequent missions you are given new technologies
to implement. This is about the breadth and depth the story goes
to throughout the game; as with any city builder, the story is merely
there to give context, and this is a tradition that CivCity continues.
This is possibly where the first problems start to occur; it is
indistinguishable from the Caesar franchise, to the point where
déjà vu doesn't cut it, because you have played through it before.
The
simplest way to put it is that it's eerily familiar; the game is
fundamentally no different from Caesar and it comes from a game
studio, Firefly Studios, which has the same boss as the original
creators of Caesar, Impression Studios. If I was one for believing
in coincidences, this would akin to finding the Circus Maximus on
Mars. Coincidence or not, it's a poor contribution to the genre,
especially considering the innovation Firefly Studios have shown
with their previous games, which if implemented here would have
made CivCity a phenomenal experience.
The
gameplay is relatively mundane, although the developers have implemented
some new features in the game, with mixed results. One of the positive
features is that you can now see inside people's homes and find
out how many resources they have left stored in their houses. However,
actually getting these resources is a problem, as each house has
a range it can collect resources in, which are sadly set at an arbitrary
distance and they have no relation to your city layout, or how far
it will take the person to walk to get them due to obstacles in
the way. Another problem with the resource system is that when you're
progressing in your city, you get a building called a Cistern that
supplies piped water to all houses; however this doesn't actually
replace the need for well water, so you still need to have wells,
but once the people have well water, it never gets used. This problem,
mixed with the resource collection method, means cities end up having
a poor layout, which is only increased by people having to be relatively
close to their place of work and the fact that they don't care whether
they live next to a goat farm or in the middle of an industrial
district.
On
the difficulty scale, CivCity: Rome is relatively easy all the way
through; even the military missions are highly simplistic. It isn't
even the rock-paper-scissors of combat, so your chances of getting
invaded are very slim, and as you can only get a maximum of just
over two hundred troops you aren't going to do much killing; walls
and gatehouses play the bigger part later on in the game. The other
thing that shows the game is quite easy is that I have yet to cause
an accidental genocide of my people through neglect, although I
did accidentally let the Carthaginians invade.
The
graphics are possibly the game's biggest letdown, as they are very
dated, which is quite shameful, especially considering that large
cities can run slowly. The textures on buildings are poor and the
buildings themselves are blocky; suffice it to say that the Romans
wouldn't have found it very aesthetically pleasing. However, it
does have surprisingly good lighting effects, which is possibly
where the processing black hole occurs in the larger cities. The
biggest problem is the camera angle, which is too close to the ground,
frequently making the camera view obscured. Then there is the graphics
resolution, which is fixed below anything even a casual gamer is
likely to be using and exceptionally low for the more frequent gamer.
It also has no support for widescreen and as a spin-off of Civilization
4, which supports higher resolutions very well, this is quite
disappointing. Also a problem at these resolutions is that the menus
are colossal; they dominate the entire screen and are bulky to use.
The
music in the game is good, reminiscent of Holst's The Planets,
notably Mars. However, the music isn't very context dependent,
which fooled me several times when playing some of the relatively
peaceful missions as I started hearing the Mars-esque music and
thought, "Uh, oh, I'm dead," only for it to simply be the music
playing and nothing more. It also got me the other way; I was playing
one of the aggressive missions and was happily distracted, building
things on one side of the map, whilst an army of Carthaginians were
wiping out the other side; this was that minor event that lost me
about five thousand people from my city. Ah well, easy come, easy
go.
An
ironic thing that crops up when exploring the game is that the Civlopaedia
gives contradictory information to what is given in the game, whilst
also being simplistic and somewhat childish compared to the one
offered in Civilization 4. The names of buildings are also different
to those cited in the Civlopaedia, but the biggest oddity in the
naming conventions is that vineyards are called grape farms! Now,
this might be a bit of pouring salt in the wound, but I'm pretty
certain that everyone knows what a vineyard is, or at least anyone
who knows what Rome is will know that vineyards are the places where
you grow grapes for wine. They also name some buildings with the
Roman term, like Cisterns or the Grammaticus, but name others with
modern English terms like the Fire Watch, when in the Roman Empire
it would have been Vigiles (as it is called in the Civlopaedia),
and even if people didn't know what they were, the first few missions
introduce you to all this anyway, and there's no escaping it. Such
inconsistencies are trivial, but they give the game an unfinished
feel.
CivCity:
Rome had a lot of promise but it feels rushed, and possibly was
rushed into publication to beat Caesar IV to release. However, this
cost the game quite a bit; problems like the poor camera angle and
dated graphics are sure to put off a lot of gamers, while feeling
like a clone of Caesar will probably dissuade most fans of city
builders from getting properly into the game. If you can look past
these flaws then CivCity is entertaining for its length and has
some good replayability in both its peaceful and military missions,
but it's just not pushing the genre enough to survive when put up
against the excellent, high quality competition.
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
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