X3F Review: Sid Meier's Civilization Revolution
History teaches that Mohandas Karamchand Gandhi (or "The Gandh" to his pals) was an influential spiritual and political leader of India, a man whose pacifist ways solved many political problems. According to textbooks, kissing babies, implementing civil disobedience for causes such as poverty, and being an all-around nice guy were Gandhi's favorite hobbies.
That's what history says. So there I was in 2024 A.D., trying to bring the Greeks to greatness while mostly minding my own business, and Gandhi decides to show his dark side. Let's be allies, he said. We'll share technologies, he said. Family barbecues, he said. Next thing I know, Gandhi and his lackeys have Sparta, my main science city, completely surrounded by tanks and bombers, the Americans took back New Orleans by overcoming my tank with a catapult (it was a really, really big rock) and Cleopatra decides to stab me in the back by taking the 1200 gold I paid her to attack the Indians for 10 turns and signing a peace treaty with The Gandh after only five turns!
All of that, and why? Because my trigger finger was slick with sweat and accidentally nuked India? Big deal! I said I was sorry!
If there's a video game that better demonstrates the medium's potential for non-authorial storytelling better than Sid Meier's Civilization, I've yet to play it. Rewriting history to my design always proves more fun than decapitating zombies or battling any number of demons. For years, the appeal of Sid Meier's "One more turn!" opus has been enjoyed primarily by PC gamers with ten-plus hours to kill if they want to experience a complete campaign.
Probably to the chagrin of significant others across the globe, Firaxis Games released Sid Meier's Civilization Revolution in early July, a Civ developed specifically for consoles that, while not as deep an experience as any PC version of Civilization, is more than enough to captivate couch-bound gamers looking for something more involved than the never-ending stream of FPS titles.
Civilization Revolution presents would-be conquerors (or pseudo pacifists!) with 16 different civilizations and four ways to achieve success: a Cultural Victory, achieved by accumulating a combination of 20 Great People or Wonders and then building the United Nations; an Economic Victory, earned by reaching 20,000 gold and then building the World Bank; a Domination Victory, in which you capture four capital cities; and the Technology Victory, which entails launching a space shuttle to Alpha Centauri.
Each available civilization features unique bonuses that affect the game's course. Though some boons might seem greater than others at first glance, the attributes vary such that each civilization has been designed to appeal to certain types of players. Those with a lust for expansion might choose the Greeks, who begin with a Courthouse, which offers more pliable land squares and thus begets faster city growth. More refined gamers might assume the mantle of the Egyptians or Americans, whose starting bonuses of a Wonder and a Great Person, respectively, provide a boost toward a Cultural Victory.
That's not to say that the Americans are only suited for cultural pursuits. Besides starting bonuses, each civilization also receives benefits as the game progresses through Ancient, Medieval, Industrial and Modern eras. The Americans gain a two per cent bonus on gold reserves, making the Economic Victory a lucrative option.
Properly coordinating army movement, caravan expeditions, spy sneaking missions and the like has proven to be intuitive with the mouse, but in CivRev, the Xbox 360 controller proves an able substitution. The on-screen HUD changes depending on your scenario, efficiently relaying how to perform functions such as assembling three of the same unit into an army, assuming defensive positions, zooming out for a better lay of the land, paying off one civilization to attack another via the Diplomacy screen, and more. Scrolling a list of choices to select something near the middle feels unwieldy, but is better than navigating a cursor using an analog stick that will never respond fast enough.
Whatever nation and victory condition you choose to employ, you'll be growing your civilization on a randomly generated map with a preset size -- and it is here that CivRev's preference for wading in the shallower end of the pool becomes evident. PC Civ titles allow users to choose from a variety of map sizes and aesthetics; CivRev features one map size and one general appearance. True, that one appearance encompasses vast deserts, rolling fields and plains, winding rivers, and plenty of sea with islands sprinkled throughout, but even though the terrain is always randomly generated, it always has roughly the same appearance that, while colorful, will quickly become all too familiar.
PC Civ players might also be somewhat disappointed in CivRev's gameplay, which is not as involved as its many keyboard and mouse counterparts. City management is more hands off, with players not needing to create workers, but rather, seeing them created automatically as the city's population grows. Workers can collectively be assigned to focus on gold, science, food or production with a single button press, but can also be individually assigned to applicable grid squares. The latter customizable option is nice for players who want to spread out their peons, but PC players will miss building workers for a specific task.
In PC Civilization titles, attacking cities was a task that required planning. One particularly crafty (and mean) strategy was to carpet bomb farms so that your city's populace would starve, reducing once-thriving metropolises to barren ghost towns. In CivRev, the city and all of its buildings are collected in one area. To attack it, you simply move troops to adjacent squares, settle the cursor on the city, and press A. So long as the besieged city has defensive units, it will stand; otherwise, it falls.
Diplomacy options are also somewhat lacking. Hostile A.I. civilizations can negotiate with you, offering a certain amount of gold for a certain length of peace; your options consist only of peace or war, and you can only live in peace for a certain number of turns when a civilization makes an offer to you. When peaceful, you can buy or sell technologies, and even pay off one civilization to attack another. While necessary, these few options are a far cry from the positive and negative personality factors that affect diplomacy in Civilization IV.
With all of these "disappointing" and "not as involved" features that I've mentioned, it is important to keep one thing in mind: this is not a PC Civ title, and that's just fine. CivRev has been built for consoles, and in that respect, it is more than deep enough. Quite honestly, I rather enjoy having my workers automatically generated. I'd rather spend my time and resources constructing buildings or other units such as attackers, spies or caravans while quickly assigning my workers all to one task or spreading them out -- but only if I so desire.
True, attacking cities on the 360 doesn't offer the nearly limitless possibilities of PC iterations, but there are still plenty of tricky ways to wipe out your opponents' cities and claim them as your own. Position various armies (formed by placing three of the same unit on one square and pressing Y) attack while the others defend on one square adjacent to your enemy's city and have one or two attack while the others block access to the city. Naval units can rest in nearby squares and will automatically provide backup when you attack, significantly increasing your per-turn damage, and spies can be sent to steal gold, kidnap Great People, or sabotage defenses, increasing your chances of victory.
Maps are all one size and feature one aesthetic, but hey, they're randomly generated each and every time you play. Who cares about the graphical palette when you'll literally never play the same map twice? Additionally, CivRev features many scenarios such as Beta Centauri (civilizations begin with all technologies) and Eternal Kombat, a Domination-oriented mode. Most of the scenarios are only slightly modified extensions of the core CivRev game, and it would've been nice to experience scenarios in PC Civs such as those that re-enact famous wars. However, the Game of the Week scenario should offer continually fresh experience for those who tire of the included game types and need a change of pace from the main CivRev game.
One console-specific feature that CivRev could do without are the advisors, animated characters that were created to help new fans better understand the tech tree, the function of each building and unit, et cetera. Rather than a real language, the advisors speak gibberish, which is cute at first but grows aggravating once you realize they never quit talking. I opted to mute the sound after a half hour of play simply because the quality of the music and SFX couldn't compete with the annoyance of the advisors.
The advisors' appearance also causes slowdown, especially during the late-game phase when the map is filled with attackers and cities. More frustrating is the advisors' animations, which sometimes block on-screen text and force you to wait until they move their arm, head, or shoulder to see what the game is trying to tell you.
Unfortunately, there is no option to disable the advisors. Fortunately, another CivRev exclusive, the Hall of Glory, is more than enough to make up for their presence. A virtual museum, the Hall of Glory contains portraits of the Great People who have joined your civilizations over the course of your play-time, as well as models of the Wonders you've constructed. The included Civilopedia, which is accessible in-game and within the Hall of Glory, encompasses not only the function of every unit, building and civilization, but historically accurate biographies and pictures as well, making the game both a form of entertainment and education, the latter of which is completely optional.
Frankly, as a veteran game designer, Sid Meier is aware that there's only so much complexity and intricacy that can be accomplished with two analog sticks and eight buttons. That's not a PC elitist comment; it's a simple fact. This is not a shoddy port of a PC game; it is a console game, built for eight buttons instead of 128 keys, and is still plenty complex and addictive enough to provide hours of fun to PC Civ players who go in knowing that Civilization Revolution is something different, as well as gamers who have wanted to experience the One More Turn lifestyle but have been scared off by Civ's complexity.
That's what history says. So there I was in 2024 A.D., trying to bring the Greeks to greatness while mostly minding my own business, and Gandhi decides to show his dark side. Let's be allies, he said. We'll share technologies, he said. Family barbecues, he said. Next thing I know, Gandhi and his lackeys have Sparta, my main science city, completely surrounded by tanks and bombers, the Americans took back New Orleans by overcoming my tank with a catapult (it was a really, really big rock) and Cleopatra decides to stab me in the back by taking the 1200 gold I paid her to attack the Indians for 10 turns and signing a peace treaty with The Gandh after only five turns!
All of that, and why? Because my trigger finger was slick with sweat and accidentally nuked India? Big deal! I said I was sorry!
If there's a video game that better demonstrates the medium's potential for non-authorial storytelling better than Sid Meier's Civilization, I've yet to play it. Rewriting history to my design always proves more fun than decapitating zombies or battling any number of demons. For years, the appeal of Sid Meier's "One more turn!" opus has been enjoyed primarily by PC gamers with ten-plus hours to kill if they want to experience a complete campaign.
Probably to the chagrin of significant others across the globe, Firaxis Games released Sid Meier's Civilization Revolution in early July, a Civ developed specifically for consoles that, while not as deep an experience as any PC version of Civilization, is more than enough to captivate couch-bound gamers looking for something more involved than the never-ending stream of FPS titles.
Civilization Revolution presents would-be conquerors (or pseudo pacifists!) with 16 different civilizations and four ways to achieve success: a Cultural Victory, achieved by accumulating a combination of 20 Great People or Wonders and then building the United Nations; an Economic Victory, earned by reaching 20,000 gold and then building the World Bank; a Domination Victory, in which you capture four capital cities; and the Technology Victory, which entails launching a space shuttle to Alpha Centauri.Each available civilization features unique bonuses that affect the game's course. Though some boons might seem greater than others at first glance, the attributes vary such that each civilization has been designed to appeal to certain types of players. Those with a lust for expansion might choose the Greeks, who begin with a Courthouse, which offers more pliable land squares and thus begets faster city growth. More refined gamers might assume the mantle of the Egyptians or Americans, whose starting bonuses of a Wonder and a Great Person, respectively, provide a boost toward a Cultural Victory.
That's not to say that the Americans are only suited for cultural pursuits. Besides starting bonuses, each civilization also receives benefits as the game progresses through Ancient, Medieval, Industrial and Modern eras. The Americans gain a two per cent bonus on gold reserves, making the Economic Victory a lucrative option.
Properly coordinating army movement, caravan expeditions, spy sneaking missions and the like has proven to be intuitive with the mouse, but in CivRev, the Xbox 360 controller proves an able substitution. The on-screen HUD changes depending on your scenario, efficiently relaying how to perform functions such as assembling three of the same unit into an army, assuming defensive positions, zooming out for a better lay of the land, paying off one civilization to attack another via the Diplomacy screen, and more. Scrolling a list of choices to select something near the middle feels unwieldy, but is better than navigating a cursor using an analog stick that will never respond fast enough.Whatever nation and victory condition you choose to employ, you'll be growing your civilization on a randomly generated map with a preset size -- and it is here that CivRev's preference for wading in the shallower end of the pool becomes evident. PC Civ titles allow users to choose from a variety of map sizes and aesthetics; CivRev features one map size and one general appearance. True, that one appearance encompasses vast deserts, rolling fields and plains, winding rivers, and plenty of sea with islands sprinkled throughout, but even though the terrain is always randomly generated, it always has roughly the same appearance that, while colorful, will quickly become all too familiar.
PC Civ players might also be somewhat disappointed in CivRev's gameplay, which is not as involved as its many keyboard and mouse counterparts. City management is more hands off, with players not needing to create workers, but rather, seeing them created automatically as the city's population grows. Workers can collectively be assigned to focus on gold, science, food or production with a single button press, but can also be individually assigned to applicable grid squares. The latter customizable option is nice for players who want to spread out their peons, but PC players will miss building workers for a specific task.In PC Civilization titles, attacking cities was a task that required planning. One particularly crafty (and mean) strategy was to carpet bomb farms so that your city's populace would starve, reducing once-thriving metropolises to barren ghost towns. In CivRev, the city and all of its buildings are collected in one area. To attack it, you simply move troops to adjacent squares, settle the cursor on the city, and press A. So long as the besieged city has defensive units, it will stand; otherwise, it falls.
Diplomacy options are also somewhat lacking. Hostile A.I. civilizations can negotiate with you, offering a certain amount of gold for a certain length of peace; your options consist only of peace or war, and you can only live in peace for a certain number of turns when a civilization makes an offer to you. When peaceful, you can buy or sell technologies, and even pay off one civilization to attack another. While necessary, these few options are a far cry from the positive and negative personality factors that affect diplomacy in Civilization IV.With all of these "disappointing" and "not as involved" features that I've mentioned, it is important to keep one thing in mind: this is not a PC Civ title, and that's just fine. CivRev has been built for consoles, and in that respect, it is more than deep enough. Quite honestly, I rather enjoy having my workers automatically generated. I'd rather spend my time and resources constructing buildings or other units such as attackers, spies or caravans while quickly assigning my workers all to one task or spreading them out -- but only if I so desire.
True, attacking cities on the 360 doesn't offer the nearly limitless possibilities of PC iterations, but there are still plenty of tricky ways to wipe out your opponents' cities and claim them as your own. Position various armies (formed by placing three of the same unit on one square and pressing Y) attack while the others defend on one square adjacent to your enemy's city and have one or two attack while the others block access to the city. Naval units can rest in nearby squares and will automatically provide backup when you attack, significantly increasing your per-turn damage, and spies can be sent to steal gold, kidnap Great People, or sabotage defenses, increasing your chances of victory.Maps are all one size and feature one aesthetic, but hey, they're randomly generated each and every time you play. Who cares about the graphical palette when you'll literally never play the same map twice? Additionally, CivRev features many scenarios such as Beta Centauri (civilizations begin with all technologies) and Eternal Kombat, a Domination-oriented mode. Most of the scenarios are only slightly modified extensions of the core CivRev game, and it would've been nice to experience scenarios in PC Civs such as those that re-enact famous wars. However, the Game of the Week scenario should offer continually fresh experience for those who tire of the included game types and need a change of pace from the main CivRev game.
One console-specific feature that CivRev could do without are the advisors, animated characters that were created to help new fans better understand the tech tree, the function of each building and unit, et cetera. Rather than a real language, the advisors speak gibberish, which is cute at first but grows aggravating once you realize they never quit talking. I opted to mute the sound after a half hour of play simply because the quality of the music and SFX couldn't compete with the annoyance of the advisors.The advisors' appearance also causes slowdown, especially during the late-game phase when the map is filled with attackers and cities. More frustrating is the advisors' animations, which sometimes block on-screen text and force you to wait until they move their arm, head, or shoulder to see what the game is trying to tell you.
Unfortunately, there is no option to disable the advisors. Fortunately, another CivRev exclusive, the Hall of Glory, is more than enough to make up for their presence. A virtual museum, the Hall of Glory contains portraits of the Great People who have joined your civilizations over the course of your play-time, as well as models of the Wonders you've constructed. The included Civilopedia, which is accessible in-game and within the Hall of Glory, encompasses not only the function of every unit, building and civilization, but historically accurate biographies and pictures as well, making the game both a form of entertainment and education, the latter of which is completely optional.Frankly, as a veteran game designer, Sid Meier is aware that there's only so much complexity and intricacy that can be accomplished with two analog sticks and eight buttons. That's not a PC elitist comment; it's a simple fact. This is not a shoddy port of a PC game; it is a console game, built for eight buttons instead of 128 keys, and is still plenty complex and addictive enough to provide hours of fun to PC Civ players who go in knowing that Civilization Revolution is something different, as well as gamers who have wanted to experience the One More Turn lifestyle but have been scared off by Civ's complexity.






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Reader Comments (Page 1 of 1)
Studley @ Aug 4th 2008 2:10PM
I think you summed it up best when you said "this is not a PC Civ game". It really does deserve to be judged on its own merits - and as a strategy gameplay experience, I've yet to find better on the 360. And as you say, for every gameplay simplification, there's a really obvious reason WHY they've done that for the console audience.
The controls are excellent and intuitive, unlike most of the other PC-to-360 strategy conversions. The AI is challenging on the higher difficulty levels, without too many of the aforementioned catapault-beats-tank incidents. And I'm still playing it, two months after its release in the UK. Not many games can claim that - not even GTA!
Tony @ Aug 4th 2008 2:11PM
Good review. I really liked the demo... Might pick this one up soon.
Seanross @ Aug 4th 2008 4:44PM
The first time I played the demo, I was distracted and really had no idea what I was doing, but I tried again yesterday and like it... Kinda wish it went longer but then again, what would would the point in buying it right lol
Chester @ Aug 4th 2008 2:19PM
Great review! Might have to check this out now!
Raheem @ Aug 4th 2008 2:20PM
Had this since launch and absolutely love it. Not too long, not too short (it slows down as you go further into the future) and endless possibilities. My only gripe is that you can't continue after a win/loss.
Fire Fawkes @ Aug 4th 2008 2:39PM
I agree with the review. I've never played a Civ PC game (Not a PC gamer) so I have no idea what's missing in Civ Revolution. (Therefore it all seems to fit perfectly). Even with the PC Civs to compare it against, I believe Civ Revolution stands on its own as a very solid and very enjoyable strategy game for the 360. I've put countless hours into this game since I bought it a couple of weeks ago and I still have an urge to play.
StLouisRibs7734 @ Aug 4th 2008 2:43PM
Welcome David!
Momer @ Aug 4th 2008 3:32PM
Lol, I was like "who is David Craddock???". Guess he's the new guy/intern. Anywho, very nicely done, win conditions sound super cool, I may rent this one.
Xav de Matos @ Aug 5th 2008 1:22PM
David is actually one of the Leads at BigDownload.com, he just dropped in to throw some knowledge at us.
mirage @ Aug 4th 2008 2:59PM
Funny you post this review today, I just picked this up last night! ;)
Jonman @ Aug 4th 2008 3:05PM
And the cheevos are attainable too! This may well be the first game I can get to 100%.
CoolestNameEver @ Aug 4th 2008 3:34PM
I wanted to get this game BUT I'm on my second Xbox in less then a year and just got the Red Ring of death again (or the general hardware failure as the customer service rep tried to get me to say). Here is the thing, yeah the Xbox has a problem and fails but every freaking time I have to replace it their customer service messes something up and the whole thing turns into a huge mess. NOT TO MENTION I CANNOT understand the customer service people.
This time they couldn't "validate" my home address EVEN THOUGH the house was built in 1989. I mean I guess all the other packages I get from all over just happen to arrive there. Oh and it took them over a week to call me back and tell me that they couldn't validate it. Um what? Really. The richest company in the world can't figure this out? Crazy, my junior level programmers can...
I was on the fence before about ditching XBOX but this is too much. Next generation I'm either waiting for 2 years or going with someone else.
Ben @ Aug 4th 2008 4:58PM
A new person? Writing a review? I feel so... Different...
Michael @ Aug 4th 2008 4:06PM
Its ok, the game isnt without its teeny tiny problems though.
I mean cmon, archers bringing down your bomber flight group? Youve GOT to be fucking kidding me. Ive had instances where a single galleon has destroyed one of my battleships. Srsly? A wooden ship with antiquated colonial era cannons brought down a tungsten and steel alloy BATTLESHIP with missiles, radar and other state of the art weapon systems? Uhh ..... no.
I also dislike how on harder difficulties the other factions go to war with you more than they go to war with each other making the difficulty curve downright stupid.
Making an alliance with another faction is pretty useless since if you get attacked, your alliance troops can be ONE square away from the attackers and yet they will do NOTHING to assist you.
They just try and con you of your tech and do nothing to earn it. In all honestey, its in your best interest to accept any peaceful treaty offered to you, and just deny any requests you get for tech trades, as they are rarely in your favor.
Oh, you want me to give you advanced space flight for religion? piss off. Atomic theory for horseriding? Dont think so. Railroads for pottery? Dude what?
Also, kind of sucks that you cant go past the year 2100, some games just break down into a war of attrittion where youre fighting every faction (without having used nukes yet), everyone hostile to you (almost everyone) is demanding tech or 90% of your gold reserves to make them stop fighting you for a measly 3 to 5 turns or the ones not yet hostile to you are constantly asking you to trade your high, end game tech for their weak and now useless early game tech.
These small yet incredibly stupid game decisions made by the devs keep the game from being "stellar" and just put it around "average"
Its a good game, fun little timewaster, just has a lot of questionable design decisions that will have you going "oh come the fuck on" more than once.
AoE @ Aug 4th 2008 5:17PM
While most of your complaints are harsh... I can't really say I disagree, I'm just not bothered that much by them I suppose.
But the bit about technologically advanced units being taken down by older, weaker units? I hate to break it to you dude, but CivRev is not actually a complex war simulation... While unit x may be called a battleship, and unit y may be called a galleon or what have you the fact is they're both the same; combat units with strength and hit point numbers, and sometimes modifiers to those base stats. This is the way it's been done in civ since back in the day... combat is HEAVILY abstracted and always has been in the series.
Michael @ Aug 4th 2008 5:59PM
I suppose I can let my imagination run wild and agree, ok yes. your archers just used special arrows to destroy my tank battalion .... 0_o or something ....
But alliances are totally useless. They serve you no use othen than to keep some of the AI from attacking your cities outright and harassing you nonstop.
With some of the harder difficulties alliances with other factions is downright stupid.
They will NOT help you if youre under constant siege. They constantly pester you requesting you give them your advanced tech for tech thats now basically useless to you and they are smart enough to deny giving you their advanced tech for anything short of a kings ransom.
So basically, alliances in this game are about as useless as a rubber ducky squeak toy in a devil may cry game. Oh youre fighting the legions of hell? why dont you squeak them to death? Why would capcom put something so gimped and utterly useless in a game like that? Exactly.
Like I said, not a MAJOR gripe, I still play the game occasionally, but cmon, the constant "please trade me ion cannon superwapon technology for my awesome salsa recepie" gets a bit old after the hundreth or so time.
No doubt, your salsa is probably very awesome, but damned if im giving you the plans to this death star for some ground up peppers and tomatoes.
Alliances could have been a bit more FUNCTIONAL, as it is, is feels lazy and badly implemented. Im about to whoop diety and ive yet to give in to any extortion requests from the AI and have had maybe 1 in 100 tech trade requests that actually benefit me.
Basically, you can beat the game each and every time and never ever ever ever EVER have to use an alliance. That imo is a wasted game mechanic in my book.
But its whatever, like I said, not a killer issue, I still play the game time to time, just has potential to be so much better and deeper gameplay.
*shrug*
Sgt Barone @ Aug 5th 2008 11:32AM
welcome aboard David!
Xav de Matos @ Aug 5th 2008 1:23PM
David is actually one of the Leads at BigDownload.com, he just dropped in to throw some knowledge at us.
Birdshake @ Aug 4th 2008 6:04PM
Absolutely amazing game. However, Why can't I toggle battle animations? Seriously after playing the game for hours on in I know what the battle animation looks like, ugh, just give me the result instantly.
That's the one thing I miss from the PC version. However,The micro managing is something I do not miss in the slightest.
Rufus @ Aug 5th 2008 3:26PM
Any news on when the July (it's August, y'know) DLC is going to be available.
2K, Sid, anyone?
Daz @ Aug 8th 2008 1:37PM
I have been looking for a different type of game other than your usual top titles for ages now and seem to find myself playing the likes of Catan on the arcade, as this type of game is challenging your mind and wits against apponents ranther than either button mashing or being the best and fastest sharp shooter in the west.
So when i played the demo of Civ Rev I was hooked and really wanted to get the full version. At first I played on the Cheifton level and found this very easy and dominated the map and found I had the choice to pick any type of win. So then I decided to play on King and this is know why im thinking of trading in. Although i love this game, everytime i play on the King level I try to win with a cultural or financial win and find my self always being beaten in every senario by the AI always getting to alpha century first. they all seem to play to win in that way and I can win with tech really easy but this doesnt really make for a balanced feel to the game if every one is racing for the same type of victory (the easiest one) is anyone else getting this or am i just playing it wrong?