Tobold's Blog
Thursday, February 06, 2025
 
Civilization VII first impression

As I write this, there are 1,621 reviews of Civilization VII on Steam, only 40% of which are positive, up from 34% earlier this morning. So you might ask yourself whether there is anything wrong with this game, bad launch, major technical problems, or something. No, it isn't. The problem appears to be that the people likely to buy the more expensive version of Civilization VII to get advanced access are generally fans of the Civilization franchise. And Civilization VII isn't designed for the fans. It is designed to attract a new generation of players, more console players than PC Civ grognards.

Besides some simply bizarre design decisions, like the map sizes being tiny, small, and standard, with no larger options, the problems of Civ7 are simply in the comparison with Civ6. The new game is easier, more accessible, with menus designed for console players. The game gives out a lot less information, so as to not scare new players, but that annoys the veterans. And Civilization VII is poaching on the grounds of its competitors like Humankind or Millenia by letting the player play not one civilization from start to finish, but having eras forcing you to change civilizations. Thus if you start with Benjamin Franklin, you'll not play the Americans, but might start with something weird like the Han empire, with America only becoming available in the third age.

If the label on the can didn't say Civilization VII, the game would be perfectly fine. It doesn't make me want to uninstall Millennia and Age of Wonders 4, but I sure like it better than Ara: History Untold. Civ 7 could use a couple of quality of life UI upgrades, and more civilization and leader choices, but that is exactly what the patches and DLCs are promising. The technical state of the game is fine for an early access game. The Metacritic critics' score of Civilization is 81%, which is a lot closer to the reality than 40%.

Comments:
Every new Civ release always starts out like this: the veterans (like me) hate most of the changes, whether they're actually good or bad. And every version needs tweaks and patches to be actually decent.The early review scores will not be a good indicator of the game's eventual quality. I do not like them hiding details, however, one thing I counted on in past civs is that if you make the effort, all the nitty gritty is there plain to see if you want to understand the details of how it all works.

Interestingly, Humankind, a major Civ-like game, is free to acquire on Epic starting today, available for the next week. Still a $50 value at full price. The reviews are not very kind, but I might take it for a spin at some point.
 
r/4Xgamingaren't exactly raving about it, but they are way more positive than Steam. Generally I respect Steam reviews, but I think they may be overreacting, and cooler heads will be more generous, and also more inclined to wait and see how the game is in six months or a year.

Personally, I'm hooked right now on Old World. I got it in a Humble Choice a couple of months ago, and I even bought (inexpensive) DLC.


 
Agreed. Played a few hours today and it's probably the strongest a civ game had been on release. 4 and 5 were simply broken until a few expansions in.
 
I think this is a much more nuanced issue than most people realize.

First off, if you read the Steam reviews, even the negative ones welcome the changes to game play. Most long-time Civ players realize that keeping a Civ both interesting and balanced across the whole game is almost impossible. Personally, I love the fact that playing Kumiko starting as Han is very different than Kumiko starting with Khmer.

But that's the actual problem, and one that's not immediately obvious but instead is emergent as you play those different variations - if paths to winning are very different, than the game needs to be very good at giving you feedback on your progress. Or, failing that, making it very easy and obvious on how you get to that information.

That's where your point about being built for consoles (or more likely tablets/phones) comes into play. I think you absolutely nailed that point - one of the most frequent complaint in the Steam reviews is the lack of tool tips, and a "hover" gesture is not something universally supported on other platforms. So there's a conflict between a need for a more responsive, informative UI and the desire to engage audiences outside of the "core" historical platform.

But I have to ask whether an audience like that really exists. Recently, just before a long flight, I was delighted to discover that I could get Civ 6 on my iPad through my Netflix subscription. So I downloaded and played it for several hours. While it was certainly playable, it was not enjoyable. The screen was too small to get a birds-eye view, and moving both the camera and units was cumbersome.

Even with Civ 7's improvements, those problems still remain. And that's before you ask the question of whether console and tablet users use patterns are compatible with the longer play sessions associated with 4X games. Are you really expecting people to be choosing city district placements from 3 meters away for hours on end?

I am left to wonder if Firaxis is chasing an audience that doesn't exist.
 
I don't know why I don't get the appeal of this game. I bought Civ V on Steam (I had heard Civ VI wasn't as good). I played for several hours but didn't really know what to do. I found a lot of turns nothing happened so you ended up skipping most turns just waiting for stuff to be ready. I built a small army but couldn't figure out how to attack with multiple "troops". Attacking with a single square of units normally caused me to lose that battle. Eventually I grew tired of building things and skipping turns and wondered why people love these games.
 
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