Revival Recolonization Review - Not Quite Civ
Revival: Recolonisation started off as a genuinely refreshing take on the 4X genre. The post-apocalyptic setting, the shifting environment, and the modular unit system all made a strong first impression. I liked the idea of adapting to a hostile world rather than simply building in peace, and the early hours felt promising.
-Steam Curator: store.steampowered.com/curator/36307721-Healthy-Criticism/
However, that promise fades the more you play. The biggest issue for me is the balance, or rather the lack of it. You are limited to one emissary, which severely restricts your strategic options and slows down your momentum in a game that already demands a lot of juggling. Meanwhile, the AI advances through technology at an absurd pace, outstripping you no matter how well you manage your cities or battles. It quickly becomes clear that you are not playing on a level field.
This imbalance saps the enjoyment out of what could have been a great experience. Instead of feeling challenged, I just felt outpaced and boxed in. It is not fun to be constantly reacting to an AI that seems to be several turns ahead through no fault of your own. It made me question whether the systems were designed for a fair match at all.
The atmosphere and visual design are still commendable, and I can appreciate the ambition behind the doctrine system and customisable units. But none of that makes up for how lopsided the actual gameplay feels. After a few hours, I found myself no longer wanting to return. The frustration outweighs the fun, and until the balancing sees serious revision, I cannot recommend it in its current state.