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It's often said that Rome wasn't built in a day - and after playing
Sid Meier's Civilization: Revolution, you'll understand why. Despite
being birthed in the land of the keyboard and mouse, Civilization
has finally discovered the ergonomically inferior shores of the
console, under the guise of Revolution. Though at first glance it
may appear to be real-time strategy, underneath this initial aesthetic
it's anything but real-time; if you've ever wanted to develop a
nation and take over the world one turn at a time then here's your
chance to try.
In
what could only be described as a nation simulator, you must govern
a newborn nation from relative squalor to the upper pantheons of
earthly civilization, whether through military muscle, technological
tyranny or cultural clout. Being the best is the only way to win
and thus the body politic with the bigger guns isn't always victorious;
Revolution offers more variety than just a single street to success.
The genre usually leans towards the ultimate annihilation of your
opponents' headquarters, but here there's the option to win by other
means. The space race is a prime example; the first to explore the
vast reaches of Alpha Centuri will win solely on technological merit
while those more destined toward domination can capture other cities
to claim victory over that nation and successfully overtaking all
other nations results in a win.
One
thing is for sure though; adrenaline junkies will want to give this
game a miss - those expecting the Rambo equivalent of an RTS will
be severely disappointed. Civilization has always been a slow, methodical,
think before you act turned-based series, meaning that the player
with the most accuracy controlling the analogue sticks isn't subject
to an advantage. The turn-based nature of the game makes the controls
something of a non-issue, simply because you don't have to deal
with stifled controls (compared to its PC counterpart) whilst scrambling
to control the battlefield; every move and decision can be made
(and controlled) at your own pace. However, if playing in a multiplayer
game with four players, the slowest player effectively becomes the
pacemaker; no matter how quickly you or your allies take your turn,
you'll always have to wait for the other players to make theirs,
as turn taking is in series, not parallel. Although this isn't so
bad when AI stand-ins are utilised, this often makes the multiplayer
particularly slow when compared to the campaign; I often found myself
vocally encouraging others to 'get a move on', as even by Civilization's
standards, the multiplayer feels slow and, at times, uninteresting.
A turn timer of 30, 60 or 120 seconds can be applied, giving players
a limited time in which to make their move, but this isn't advisable
for newcomers because it often pressured me into making moves without
time to think, resulting in silly strategic errors. With that being
said, this quicker pace of gameplay brought more enjoyment and prevented
the game t from becoming stale or overly time consuming.
Players
deliberately looking for a longer, more drawn out multiplayer experience
have to be willing to set hours aside to get their fix. Longer games
could really use the facility to save so you can return to finish
at a later date, but sadly not even a feature reminiscent of saving
or checkpoints is to be found. This makes what should be the online
evolution of an epic Civilization experience feel like a young child
playing with LEGO; the sense of importance and scale just isn't
there. In this sense, the multiplayer customisation is lacking,
especially as no options exist for defining the starting era or
indeed any sort of ability to alter the time scale.
Coming
back to the single player game, a tutorial is only provided on the
lowliest difficulty setting; after choosing the middle one I found
no tutorial and was forced to restart. It's somewhat baffling that
a tutorial can't be selected independent of the difficulty. I highly
recommend the tutorial if you're new to the series, as it is a much
welcomed feature that was effective in teaching me the basic game
mechanics and, as well as informing me of the controls and interface,
it also gave me advice as to how to go about things; which upgrades
I should select, the units I could build and the nations I should
invade. All this is presented by beautifully drawn 3D avatars that
are an effective and simplified replacement for the tried and tested
rectangular info-box. The only tangible issue with this interface
is its intrusive nature; my companions would constantly appear,
engulfing a considerable section of the screen, with seemingly no
option to disable them and, after some time, they could be extremely
aggravating.
At
the campaign's outset (or when starting a multiplayer match) you're
obliged to choose one of a large number of world leaders associated
with the appropriate countries. Whilst the actual leader simply
acts as an avatar to represent your nation in negotiations, the
nation you do lead starts with a unique ability, knowledge or attribute.
This gives each nation some differentiation, though what they do
learn over time isn't something that can't be learnt by other nations
further down the line. So, these 'unique' abilities soon become
mastered by neighbouring nations, making the land you worked so
hard to nurture just another generic population en masse.
Cities,
as you might expect, are the crux of your developing empire, single-handedly
gathering resources, building units and researching new technologies
and sciences. Although initially only a single city is provided,
you can expand your empire through the use of settlers, establishing
new cities elsewhere on the map. Expansion is vital as it can allow
for multiple points from which to attack your enemies, as well as
allowing for more research, resource gathering and production to
take place simultaneously. If anything, the true downside to more
cities means more management - keeping tracking of the happenings
in several cities at once can often be a challenging and dizzying
task. But the largest source of power comes from such management;
any city in your possession can be prioritised for different tasks
like unit and building production, science and research or food
and population growth. An apt enough commander could effectively
build enough cities to cover each category and greatly boost the
efficiency of their empire.
Buildings
act more as stat or resource bonuses than a physical extension of
a city. Like more traditional strategy games, choosing to construct
a workshop or barracks speeds up unit production or allows the building
of new units respectively but, unlike traditional strategy games,
you simply see the city become more visually dense, a representation
of that now-standing structure. It doesn't require manual placement
and doesn't widen the amount of acres you own. After selecting the
building you wish to construct and waiting the specified amount
of turns you immediately reap the benefits. It's an easy to manage,
fiddle-free system that prevents the need for awkward placement
or space management.
Those
looking to sidestep the combative offerings almost entirely are
going to be out of luck. Whilst the largest army on the planet isn't
necessarily going to succeed, some kind of competent military force
is definitely required. You might decide to make nice with other
nations by meeting demands such as agreements to trade technology,
to keep the chance of hostile forces developing to a minimum, but
scattered throughout the game world are small camps of barbaric
warriors that are willing to attack you at any time; they can't
be bought off or bargained with, only destroyed. The developers
made sure to reward you with their destruction too; summoning the
courage to tackle a barbarian stronghold can bring information on
nearby treasures, gold or additional units, as well as bypassing
the need to encounter other nations earlier on, as it gives you
a taste of the combat sooner rather than later.
Exploration
is also an important aspect of any aspiring nation and yet again
units come into play. Every unit has a move-per-turns quota meaning
that they can only move so many invisible squares per turn. For
example, soldiers on horseback have more moves to spend per turn
than a single footsoldier. It's a smart system that limits a nation
from expanding too quickly, as the greater striding comes later
in the game. Units, such as boats, can also carry other units overseas
and aeroplanes can explore without worry of land or sea, though
they have a limited fuel supply and, if not refuelled, crash and
burn. Keen explorers will reap the rewards; discovering ancient
temples and structures can provide your nation with rare units,
gold, and other goodies.
As
your cities continue to grow, your civilization will begin to upgrade
through the key stages of development. Unlocking particular research
or technology may trigger such an advancement, to say the Medieval
Era, the Industrial Era or the Modern Era, each offering their own
brand of aesthetic and weaponry; the later era invites nuclear weapons
and heavily-armoured tanks while the earlier eras offer riflemen
and legions. Keeping your nation in line with the competition is
important, because if your military prowess becomes outdated and
your territory is attacked then you stand little chance of preventing
the loss of your nation.
When
an inevitable conflict comes along and battle commences, each unit
has a numerical attack and defence rating. So, if you command a
unit of warriors to attack an opposing unit then the attack rating
of your warriors is compared to the defence rating of your foes
- but while the unit with the higher rating will more than likely
win, it's not entirely cut and dry, as other factors such as location
and unit upgrades may sway the tide of battle. Every three victories
or so a unit is granted an upgrade, such as the ability to heal
anywhere or an attack bonus when invading opposing cities, making
it all the more important not to squander veteran units, as they'll
almost undoubtedly beat any upstart units with ease.
As
with any strategy game, strength usually resides in numbers and
in Revolution a single unit fresh off the production line makes
relatively little impact on the military landscape, but when grouped
together in a band of three, also known as an army, they make the
strongest of the single units seem largely insignificant. The biggest
risk with using an army is that of placing all your eggs in a single
basket; if that basket loses in a fight then those three eggs will
crack and a valuable resource is wasted. If the single unit happens
to be ages ahead of the army then it may have an obvious advantage
- bringing a tank to a sword fight is an almost guaranteed win!
It's
only become a recent habit to play a strategy title for the visuals
and in this regard Revolution doesn't disappoint. Its style could
just about be described as realistic though with an obviously 'toonish'
tint. When not overexerted the frame rate runs at a steady pace,
but as your civilization grows, with prettier, more expansive cities,
more units and multiple metropolises, the frame rate starts to struggle,
and trying to transfer the camera across the map becomes slightly
sluggish. The slowdown doesn't ruin the experience but it can become
a minor annoyance, particularly when it causes you to overshoot
your desired camera position. The presentation is compact; cities
don't expand, they just appear more visually intense. Units are
also of a similar nature in that an army isn't really an army of
hundreds, but represented by nine armoured humanoids, preventing
the screen from becoming overcrowded and unmanageable, although
this style may remind you of a certain famous strategy board game.
Sid
Meier's Civilization: Revolution may not be world beating but in
the land of the consoles it's certainly a march in the right direction.
It presents a solid, fairly streamlined experience that's accessible
to console players while still providing an engaging layer of depth.
Playing with friends, as with most games, seems to be its lasting
legs, as the standard single player affair is a fairly limited experience.
No unique content is provided in the sit-alone sessions - just a
shackled sandbox environment. The fact that success is narrowly
defined as the soldiers with the sharpest swords is a surprisingly
refreshing experience and offers those who love god games a long
sought after experience, and one that's impossible to find anywhere
else on console.
Reviewed by Adam Meadows for AceGamez (All Rights Reserved).
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