Summary: The prosperous settlement of Castletown had everything its residents could possibly desire. Lumbering giants had turned a once barren wasteland into a fertile coastal forest, and like titanic servants they had places mines, plants, and animals for the townsfolk to consume and exploit. What began as a dinky village had grown into a mighty town filled with hustle and bustle. Yet these spoon-fed tiny people were not content. They had everything, but they wanted more.
Conclusion: And that’s what I like about Reus : it constantly pushes you to create the best possible world through experimentation, whereby the gameplay constantly changes alongside your goals. It is fun, and it keeps the game enjoyable even when the modes themselves are limited. There’s a tutorial, three different timed sessions and a freeplay mode, and that’s it. I wouldn’t have minded for some more gameplay modes, as playing timed sessions starts to wear thin after several hours.
Excerpt: The god game genre is one that has been severely under-represented in times of late, and that is one of the reasons why Reus stands out. The other being that the game is not just some rehash of old ideas meant to stir nostalgia. It's an original project with it's own great ideas, in which your job is to control four elemental giants, each with their own unique traits and abilities.
Conclusion: These issues aside, though, Reus is a fantastic god game - even if it departs from the usual defining staples of that genre and feels more like a puzzle game. Working out its puzzles to help bring your people to prosperity is challenging and rewarding, and while the need to keep referring to tooltips and the slow speed of your giants can get frustrating, you'll want to keep returning to Reus , trying again and again to make your world as prosperous as it can be.
Excerpt: Looking back at the course of human history, it’s remarkable how much progress we’ve made. Sure, there have been some stumbles along the way, but to go from hunter-gatherers to having an international space station in about 10,000 years, is quite impressive. Reus , by debuting Abbey Games, puts the player in charge of supervising this development, from tiny hamlets to large cities, navigating the thin line between stagnation and chaos, poverty and greed.
Conclusion: I really enjoyed Reus. The complexity had a way of seizing my mind, and even when it got frustrating, unleashing my righteous fury had its own rewards. As with any game with such depth, it could get a bit confusing and frantic at times, but overall it is a veritable masterpiece.
Excerpt: Reus reminds me a lot of SimCity Societies in that it’s about fitting together distinct imaginative pieces into a functioning whole. In the case of SimCity Societies, the pieces are buildings, of course. Each building has unique properties, feeding into and feeding off the city in different ways. But in Reus, the pieces are plants, animals, and minerals. And not the usual wheat, deer, and iron.
Summary: Reus, make it fair; I love a town with sunlight in its air.
Pros: An unbelievable number of sources, symbioses, and transmutations provide nearly endless variations on an initially simple concept. Lots of Developments to provide goals and challenges during normal play, and a Free Play mode for everything else. Data on villages and sources readily accessible and easy to read. Charming and expressively detailed visuals on everything, even the smallest villagers.
Cons: With so much going on, tutorial and learning curve are a bit overwhelming. Giants are very slow; a fast forward option would be nice.
Excerpt: God games have always had a place in gamers hearts with the most famous being the legendary Populous . In these games the player acts as a kind of a 'god', altering the terrain to please his/hers lackeys. Now the indie developer Abbey Games is jumping on the terraforming wagon with their latest game, Reus. I was totally unaware of Abbey Games so when I was given the opportunity to review Reus, I was excited.