RetroMagazine World - Issue 0th

Page 34

GAME TESTING

CIVILIZATION “Civilization is a game that the word ‘GREAT’ could only adapt to if it were written in 100-meter-high cubital letters on a flashing neon on the top of a 50-storey skyscraper." With these words, the editorial staff of K Magazine Italy begins to talk about Sid Meier's Civilization in issue 34 of December 1991. And reading these words brings back to my mind the impression I had when I started playing this cornerstone of video games: immensity. 1991 was certainly not a greedy year of masterpieces, although to be honest in a crowded field such as the video games market, probably no year after 1978 was. Lemmings, Street Fighter II, Sonic, Monkey Island 2, Another World, all these titles have marked a change of pace in their respective genres, both on the technical front and playability.

MicroProse, in September 1991, emerged with the last effort of Sid Meier. The Canadian programmer had developed his project together with Bruce Shelley, then initiator of the Age of Empires saga. Meier had already released 22 titles at the time, and had made himself known especially to F-19 Stealth Fighter and Railroad Tycoon. There is no doubt that Civilization is a turning point in the world of video games, on many fronts, and in fact one of its main characteristics is precisely this faceted nature. Civilization is a wargame, but it lacks a specific Page 34 of 40

goal, if we exclude victory by "universal conquest". It is a diplomatic simulation, but it is intertwined with the military aspect as the enemies react to the presence of our troops on their soil. It is also a race for technological advancement and scientific progress, but they depend heavily on how we manage cities, as they provide 'brains' to our schools and universities. It is even a management game, since the resources of cities must be managed with care to avoid problems of famine or production stagnation. It goes without saying that the detail with which the individual aspects are addressed is less than what dedicated simulations have (or will have), such as Sim City, but the amount of factors to take into account is really high and despite this, the game remains extremely engaging and fun. This is certainly what makes Civilization not only a vast game, but a ‘great’ game, where the apparent lack of actions of the initial settlers turns into a universe of possibilities, still remaining within the limits of the game and avoiding to turn into a brain puzzle. We will find ourselves starting the game with a caravan of settlers, after witnessing the "cosmic" presentation and choosing the civilization that we want to impersonate, the level of difficulty and the geography of the world. The game does not yet include the concept of ‘fog of war’, limiting itself to completely blackening the parts of the map that we have not visited. At the beginning of the game, therefore, we have visibility only on the 8 tiles surrounding the settlers. If we are lucky enough, the game will assign our tribe a free technological advance (e.g.

Publisher: Microprose Software Year: 1991 Platform: MS DOS Genre: Strategy

Technical requirements The graphics and sound sector are certainly not the strong point of Civilization, an aspect that the subsequent chapters of the series will take better care of, but there is no great lack of it. The interface is clean and tidy and the numerous shortcuts that the units provide allow you to do most of the work without having to navigate between menus or use the mouse. This device is still needed to fully appreciate the game, but this recommendation is not needed in 2018.

RETROMAGAZINE ENGLISH YEAR 1 ­ ISSUE 0


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