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Review: Civilization Revolution

Jordan Deam | 21 Aug 2008 20:55
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Most notably absent is Civ IV's Worker unit, which was critical to your success in the early stages of a campaign. Both Workers and the special resources they could acquire are gone in Revolution in favor of territory that provides flat bonuses to production, growth or trade. This makes the decision of where to build additional cities seem a bit trivial by comparison. And for a game as visually captivating as Revolution, the inability to construct farms, towns and other landscape-altering features makes your empire feel a bit empty. Half the fun of previous Civs was spreading outward from your capital, subjugating your environment and carving it up into something useful - but then I probably played Civ IV more like a competitive version of SimCity than I did a traditional 4X game.

And ... here we go again.

"Boom-lay!" [Military advisor pumps fist.]

OK, this I can actually get behind. There's one area of Revolution that Firaxis has almost universally improved over previous Civs: the combat. In the past, units felt like walking spreadsheets with animations tacked on as a concession to non-purists. In Revolution, battles are actually fun and engaging to watch, as units scurry around each other waiting for the proper moment to strike. If the scales tip in your opponent's favor, you can even order a retreat and salvage the unit for later use. You're also able to combine three of the same type of unit into an army, allowing you to overrun some weaker units without firing a shot.

Unfortunately, the new console control scheme hampers warmongering a bit. Just selecting your troops can be a chore - next to the simplicity of right- and left-clicking, using the D-pad to toggle between troops feels prehistoric. Furthermore, changing a unit's course before it reaches its destination takes two turns in Revolution, adding another unnecessary roadblock to what should be a standard maneuver. It's one thing to substitute button presses for keystrokes; it's another entirely to emulate the precision and ease of use of a mouse with thumbsticks and shoulder bumpers.

But while the controls are less intuitive than in previous Civs, the combat bonuses in Revolution actually make sense. In Civ IV, it's virtually impossible to capture an enemy city without bombarding it first, vastly inflating the need for siege units and stretching simple snatch-and-grab operations into dozen-turn affairs. Blissfully, Revolution is mostly "what you see is what you get" when it comes to armed conflict, especially since veteran promotions now change the appearance of the unit itself. Select the "infiltration" ability, and your veteran unit earns a 50-percent bonus to city attacks, along with the totally sweet prefix of "ninja." Any game that lets you command a Ninja Panzer Tank Army can be forgiven for a few of its inadequacies.

Bottom Line: The changes Firaxis have made to the Civilization formula are embodied in the Civs themselves: They're simple, cute and mostly incomprehensible.

Recommendation: If you're a Civ novice, Revolution may be right up your alley. For veterans, you'll likely want to stick with Civ IV.

This review is based on the Xbox 360 version of the game.

If Jordan Deam had his way, he'd commute to work in a Ninja Panzer Tank. Unfortunately, he'll have to settle for his Subaru.

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