With Starships released, an expansion for Beyond Earth announced, and support for Civ V apparently done, I thought it would be a good time to take a look back at the game. I'm going to spend a few posts to discuss what Civ V did right, and what it did wrong, so that future games can learn lessons from this iteration's successes and failures.
Here I will present a Top 10 list of my favorite new features, mechanics, and design philosophies in Sid Meier's Civilization V (and its two expansion). These are the elements of the game that stood out the most to me as contributing to the fun and addictiveness of the game, and which push the series in positive directions. Most of these features are things that I would probably like to see return in future sequels.
But even though my intent here is to shine glowing praise on Civ V, I'm not going to ignore the faults of even my favorite features. Some of these mechanics are great ideas, but still suffered from problems in execution. So I won't shy away from constructive criticism where applicable, and I'll make recommendations to improve these great features in the future.
In a future post, I will also look at the things that Civ V got wrong.
Of course, any list of "good ideas" or "bad ideas" is going to be subjective. You may not agree with my opinions, and that's OK. If there's any features, mechanics, or design decisions that you really love in Civilization V, its DLC, or its two expansions, please feel free to leave a comment!
In my review of the Brave New World expansion for Civilization V, I expressed some disappointment that some of the legacy civilizations didn't receive significant updates. I also complained about a few mechanical issues such as how the "warmonger" mechanic works and the value of trade routes. Well, Firaxis has released a major update to the game earlier this fall that addresses some of these complaints.
Several of the vanilla civilizations received a major overhaul. As I mentioned in my review, Germany and America seem to have been completely one-upped by the Zulu and Shoshone. Well, Germany has been given a major update, and America has received a small tweak in order to better differentiate them from the BNW successors. In addition, Japan has received a small (but significant) buff.
Germany was probably the civ that was in the most dire need of a facelift, since the Zulu leave them completely in the dust. Both civs had a huge military flavor, discounts for unit maintenance, and a unique Pikeman replacement, and the Zulu had Germany beat on all accounts. In order to differentiate the two, The Landsknechts unique unit was replaced with a new unique building, the "Hanse". [More]
One of my biggest criticisms with the Gods & Kings expansion pack for Civilization V was that none of the features added really felt all that fresh. They were just redesigns of old features that were present in previous games. Granted, they were also the most highly-requested features by the player community, but as concepts, nothing really felt new or original.
The new expansion, Brave New World changes all of that by adding never-before-seen concepts to the game, and they add a great deal of flavor and dramatically change the way that the game unfolds.
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A few more of the missing concepts from Civilization IV are re-introduced with a new coat of paint in Civilization V: Brave New World: trade routes and a world resolution system. Both systems are implemented differently than in the previous game, and both are kind of hit-or-miss this time around
I have long been asking for the introduction of some kind of international trade route mechanic to be added to Civ V. Without such a feature, the vanilla game (and Gods & Kings) were missing one of the key incentives to maintain peaceful relations with your neighbors. Well now we have such a feature. In some ways, it's a step forward from Civ IV's completely non-interactive trade routes, but it's also a bit clumsy.
Coastal cities might seem weaker due to the lack of gold on sea resources, but sea trade routes are more profitable and have longer range than ground routes, so coastal cities are still valuable.
Crystal Dynamics really missed the point with this game. It seems like the creative team started the project with one creative vision to make a “lost on an island adventure story”, and then early on, they all got fired and replaced with people who were instructed by corporate overlords to make “Uncharted with a girl” and the final product turned into a mindless shooter.
The only things you'll be "surviving" for most of this game is bullets and explosions.
The game is called "Tomb Raider”, but the bulk of the game is an action shooter instead of exploring tombs.
The tagline on the back of the box says “A survivor is born”, and the first objective in the game is to find a bow and kill a deer for dinner, but then you don’t ever have to hunt or treat wounds or take refuge from the elements or do any other “survival” things.
A sheer majority of the game is shooting hordes of enemies in tedious gunfight after tedious gunfight after tedious gunfight. Maybe over the course of the game, you’ll stumble across a tomb or two. But if you do, it’s just a 15-minute detour while you solve a single environmental/platforming puzzle in order to collect an arbitrary and useless reward. The rest of your time will be spent running around the levels that you just cleared of bad guys and collecting random items.
Hair probably isn't the part of Lara's anatomy that many ... um ... "fans" were hoping to see benefit from real-time physics, but then again, at least this is something innovative.
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