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Played this some time ago, the only thing what could improve is the ecological system See More
In addition to the game remembering player actions and changing based on them, the player can also teach the game what type of actions they want it to make. This is largely done through the creature, which is a kind of avatar for the player in the game world. The creature is mostly autonomous, but chooses its actions based on what the player has taught it directly. These actions can even be independent of the game’s reflection on the player directly. For example, a player can be a good god but have an evil creature by teaching it to destroy buildings in the game. See More
Many of the player’s actions have a lasting impact on the game, but few of them have direct impact. Over time the player can teach their creature how to act, but there is no way for the player to directly teach the creature what to do in a new situation. Developing the desired behavior can be a very tedious process full of trial and error, where the player is at the mercy of the game deciding which possible actions to pursue. See More
The Black and White series largely revolves around the choices the player can make as a god. Almost every action in the game is interpreted by the player’s followers to be good or evil, and this is reflected in a variety of ways. The player’s followers can be terrified or inspired by the player, and the appearance of buildings will change based on good or evil the player’s actions are. See More
Despite the Black and White series being lauded for how it allows player actions to shape how the game responds to the player, the story is largely missing this feature. The player can pursue a few different options for completing each story mission, but the differences between these options are minimal. The player will see the same basic story points in the same order no matter how good or evil their actions are in the game. See More
Despite the game changing based on the player’s good or evil actions, the game itself does not signify that one set is better or worse than the other. Players are not benefited or punished for choosing to be good over evil, or vice versa, and can freely switch between the two sides. This allows the player to fully explore the options that interest them, without the fear of missing out on key features of the game or making the game significantly harder on themselves. See More
The original, very entertaining game. Unfortunately, there is no technically updated version See More
The UI of Reprisal Universe makes it incredibly clear where in the game the player is altering the terrain. Some powers do have a small random element to them, but due to their visible nature, after a couple of uses it is clear what general area those powers will affect. See More
Reprisal Universe is billed as a spiritual successor to Populous, one of the first god games. However, Reprisal Universe doesn't really add anything new to the original Populous formula. The basic mechanics of Reprisal Universe, shaping the terrain and the player's power based on the size of their followers' settlements, are the same as those from Populous. Reprisal does add some new god powers for the player to use, but the effects these new powers have on the game are so minimal that Reprisal Universe seems more like a remake of Populous than a successor to it. See More
Reprisal Universe primarily revolves around the player’s ability to alter terrain by raising or lowering it, with the goal of creating large, flat landscapes that are easy to populate. The other mechanics revolve around using god powers, which can be beneficial or hurtful. These two basic mechanics are extremely easy to grasp and visualize what effect they will have on the game. See More
Many of the levels of Reprisal Universe rely more on rapid actions than thinking ahead or creative problem solving for success. The same basic strategy of quickly creating a large, flat landscape while sending units out to form new settlements before they have reached full strength before attacking the enemy can be used in almost every stage. The game's mechanics do not really leave room for the player to successfully try alternative strategies. See More
While the game does randomly generate maps for the skirmish mode outside of the preset campaign levels, the options that the player can control are pretty limited. The game only provides set-up options for difficulty, game speed, and whether the game allows kindling, a mechanic in the game that trades power for speed. Notably, there are no options for how many opponents the player will face or how large the islands in the game will be. If the player has a specific type of map they want to play on, they will have to keep loading randomly generated ones until they find a god fit. See More
The game does not explain what effect player actions have on the game. This information can often be easily found online, but it is less convenient than having the game explain it directly to the player. For example, the player will get the option to grow forests fairly early on in the game, but the benefits of a forest are never explained. It would be preferable if the game had a tool-tip or in-game manual that explained that forests provide extra mana for nearby settlements. See More
Godus has been in early access since 2013, and still does not have an official release date. Many early players claim that Godus has been abandoned by the developers, and nothing has been publicly released since early 2015. Some of the initially promised features, such as realistic AI for the player’s followers to make the world seem alive, are still not available in the game. See More
There is a progression of player powers in Godus, but they feel very natural. For example, the player starts with the ability to sculpt one level of terrain at a time. After the player reaches a certain point, they unlock the ability to sculpt three levels of terrain at once. These powers are introduced in a way that makes them easy to grasp but never leaves the player feeling like they don’t have the tools needed to advance. See More
Godus features a couple different types of gameplay, which helps to prevent the game from feeling stale. There’s the main aspect of sculpting the land to allow the player’s followers to expand. Then the player can send some of their followers on mini-game-style voyages to advance their powers. Finally, hidden throughout the world are chests which requires the player to use their sculpting powers to find and help the player become more powerful. See More
Godus uses a real-world timer for completing follower buildings. The times used in game seem arbitrarily large, the player can encounter 20 minute wait times after the first 30 minutes of playing. This results in the player spending a lot of time waiting for the game instead of playing. See More
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