Civilization: Call to Power
By: Bill
Stiteler
- Genre: Turn Based Strategy
- Format: CD
- Developer:
Activision
- Mac Port By:
Westlake
Interactive
- Publisher:
MacSoft
- Minimum Requirements: 180Mhz 603e or 150 MHz
604 PowerPC, MacOS 7.6, 48MB RAM, monitor with support
for thousands of colors at 640x480, 300MB hard drive
space, CD-ROM, 28.8K modem for internet play
- Network Feature: Yes
- 3Dfx Support: No
- Retail Price: $44.89
- Availability: Out Now
A simple request to the world: please stop improving
things.
No, I'm not hijacking Applelinks to stump for Pat
Buchanan. I'm making a plea to those of you reading this to
please stop trying to better things that are inherently
perfect.
I can't go into a restaurant anymore without asking them
what kind of weird crap they put on their hamburgers. No, I
don't want any apple chutney or spinach butter, thanks very
much. Just put the jellied octopus on the side, I'll decide
if I want it later.
And brownies. Brownies! Have people gone mad? I go to the
buffet, and after skirting past the California rolls and
leafy greens, I gratefully take a brownie and sit at my
table, ready to savor the moist, rich purity of warm
chocolate flavor, only to discover they've put walnuts in
it. Walnuts!
And now, heaven help me, they've put walnuts in my
Civilization.
Sid Meier's Civilization was and still is,
without a doubt, the greatest turn-based strategy game ever
devised for the home computer. I played the original
Civ on my roommate's PC so much he had to use
encryption to keep me out. I had to mail my Civ II
disk to a friend in another city so I would get some actual
work done.
What made it so great? Design. The game took an epic
concept--the evolution of a small tribe into a
world-spanning culture--and made it into a playable, highly
enjoyable game. Sid Meier's Civilization II came
out, but it was really more of an update to the original
Civ. The graphics were better, a few quirks were
fixed, and the game was a bit more detailed. But the
essentials remained unchanged; complicated ideas and rules
were presented simply, allowing you to focus on the truly
elaborate task of building a civilization.
Alas,
some people aren't satisfied with perfection. When
Activision licensed the rights to produce a new version of
Civilization, they jettisoned Sid Meier's name
(good news for him), as well as the simple, elegant game
interface which made Civ such fun to play (bad news
for us). A lot of the press I heard about Call to
Power emphasized how you could work "globally" on your
cities, without the need to manage every aspect of each
individual town. I found the opposite to be true.
I'll give you a glaring example which pops up early in
the game. It is essential to build roads to speed the growth
of your culture. They improve your trade routes, and make it
easier to move units between cities. Roads are important.
However, building roads is dead boring. Meier overcame this
problem with a trade off; your settlers can build roads, but
it takes them several turns to do so. Simple, yet effective.
But the Activision team decided to "improve" upon this
simple formula. Not only do you have to use a team of
settlers to build a road, you have to save up (!) to do it.
That's right, the streamlined process of building roads is
now a multi-step, grinding process of going into your
(cluttered) cities control screen, setting how much of your
workforce you want to dedicate to "public works" and then
waiting until you have enough public works points saved up
to build a section of road. Oy!
This is a running theme of the game; things which are
supposed to simplify the game turn into a convoluted mess.
The new design is supposed to prevent micro-management of
the game (a flaw I never really observed in
Civilization), but the "ease" makes goofing up
easier, and often you spend more time reversing your
mistakes than accomplishing what you set out to do in the
first place. You can queue the advancements you want a city
to work on, for example, but you can't insert new items in
the middle of the queue if an emergency comes up. You can
auto-map a path for units to follow, but the auto-map is
always on, and if you accidentally click when you don't
intend to, your unit starts heading cross-country before you
can do anything. And perhaps worst of all is a lack of
continuity with the interface. Clicking on a unit selects
it...sometimes. Other times, nothing happens at all.
One of
the few good ideas the Activision team implemented was an
obvious one; extend the timeline. The original Civ
games ended at a time just beyond ours, with the "Cure for
Cancer" and the colonization of other worlds. Call to
Power reaches further, into a time when eco-terrorists
can destroy polluters with nanotechnology, and cities can be
built in orbit or on the ocean floor. But even this is as
best a cruel gift, as you can't make up names for you tribe.
The list of available names has been expanded to include
Canadians and the like, but what if I want to enact the
historical beginnings of the forgotten tribe of Morons?
("Moron scientists discover the secret of trade" was a
favorite joke back in the day. Ah, youth.) How can you give
me an orbiting city and not let me call my people the
Hawkmen?
And yes, the graphics are better. I don't care. The
simple fact is I spent so much time poring through the text,
trying to figure out how to execute simple commands, that I
didn't have time to admire the new look. Other good ideas,
like having units be collectively supported by all your
cities rather than be tied to the ones which created them,
and the simplification of trade, get buried under the clunky
interface which seems to exist to befuddle the user.
I don't want a football game where I have to learn the
keystrokes to lace up the cleats of every player, and I
don't like a world-building game where I feel like I'm on
the city council of every town, trying to hammer out zoning
laws. In short, Civilization: Call to Power plays
like some horrific attempt to blend a strategy game with a
flight simulator. I can see it now...the castle on the
overlook, the scientist cackling with glee as lightning
pours down to awaken his freakish creation. "Yes! Yes!" he
cries. "Soon I will have the ability to elect PTA boards and
manage adopt-a-highway programs! All I need to add are the
walnuts!"
Truly, there are some things man was not meant to know.
Applelinks Rating
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