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PC users have long known of the gem held firm in their crown, a gleaming, brilliant gem that could never be wrenched away by consoles burdened with short-attention spans and missing keyboards. That gem was the Civilization series, the all-encompassing turn-based strategy game that makes players crave just one more turn. But now Sid Meier, the very jeweler who devised this gem, has decided to sell his wares to the burgeoning console market with Civilization Revolution, and he’s polished his tools and is promising to deliver another dazzling gem of a new cut. The tools of the games can be purchased from various online websites. The tools of the games should be used after being verified under the websites.

Civilization Revolution is not a port. Forget what you know about PC to console crossovers. It was made with a controller in mind, and that was the first aspect I tested upon booting up the demo. Jumping into a game as the Egyptian’s, I was quick to understand how the analog sticks functioned. Essentially, Civilization Revolution gives the player two mouses, one for the camera and one for unit movement. I wondered how the game would play without a mini-map, which always allowed PC players to zoom to and from any spot with just one click. Now, if you find an area you want a unit to go with the camera stick, you merely have to flick the unit stick gently and the cursor will change to player movement options where your camera cursor rested. The triggers, bumpers and face buttons all bring up relevant information, with more vital functions always labeled intelligently. Really, I hope Halo Wars can pull off a control scheme as slick as Civilization Revolution, and I would even bet Sid Meier’s control scheme would work in a real-time strategy title.

Great care has been taken to stream-line the game without reducing its complexity. For instance, workers do not build roads tile by tile, but rather from city to city for a flat fee. This simplifies the infrastructure system. Another nice feature is bonuses for developing technology first. Successfully researching gunpowder gives you a rifleman to play with right away, without having to build one first. One can imagine the advantage a player may have if he or she gets a tank, a bomber, a battleship, or an ICBM, numerous turns before an opponent. The tech tree as a whole seems to be traveled at a greater clip. Cities are self-sufficient for the most part, with workers exploiting the land to further growth and production without supervision. Buildings do what you want them to immediately. A great example would be courthouses. In previous Civilization games, a courthouse reduced corruption, which allowed more citizens to be happy and therefore productive. Civilization Revolution cuts out the middleman conceptualized as corruption, effectively shortcutting a courthouse’s function to “workers can work on more tiles of land.” Plenty of careful micromanagement is possible for players that wish to do so, despite the shortcuts. There are also increased incentives to explore, conquest, and trade. Gold takes center stage like never before, with riches just beyond your borders that are up for grabs from turn 1. Economic milestones produce settlers early on, and scientific achievements yield great people. The smaller maps make cities in general huge assets, like never before numerous cities equal a winning strategy. Civilization Revolution’s battle system also allows players to size up the tactical strength of an enemy before committing forces. I found myself developing a greater value for named units that I have not felt since naming units myself in previous Civilization titles. All of this in so few turns.

The demo ends in the year 1250 AD, and both times that I played through to the stopping point I was surprised with how short it felt. But true to Civilization form, I was wrong, as the crawling timeline was so full of fun and diversion that I never missed the minutes ticking away. The difficulty in the demo was lacking, with me steam-rolling 3 civilizations in 6 turns when I found out the game was about to end. That could never happen in the PC version of the game without careful, careful planning and massive resources. I am going to give Sid Meier and the Civilization Revolution team the benefit of the doubt that the AI was toned down to allow the uninitiated a feel for the game. Or perhaps this is how Civilization Revolution is meant to be played, with decisive, lightning victories doled out to the player with the happiest home front, the strongest frontlines, and the coolest head.

Civilization Revolution is not meant to be played on a desktop. It seems more fitting in a sophisticated arcade, which is probably an oxymoron that only Sid Meier could populate. Purists and beginners alike will feel comfortable here, with quirky graphics, top-notch audio, and that clarity of balance that only Civilization offers. Sit back and increase your cultural identity, or ravage the plains of your neighbors in a bid for all-out dominance. The choice is yours, and now you can make it on a console. Civilization Revolution should be a jewel in any gamer’s vault, one to be played with- not left idle.

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