I have found this reverse citybuilder to be a very simple, relaxing, meditative experience. As someone who likes to mix my activities, I've really enjoyed playing this while watching a show or movie. My only criticism is that there should either be more content or a lower price. As is, I do recommend it but wait for a sale.
I don't do strategy games very much, but this one is just made for all kinds of people, transcending its genre.
It's such an interesting piece of art that it became one of those games that resonate with folks who don't play videogames at all.
So if you have someone who's not a "gamer", with no serious interest in the medium, maybe show'em this one. If they like good artistic works in general, this might just be that one videogame capable of igniting that spark we all felt some day in the past.
I'm going to join this one with the (few) other exceptional strategy games I've played: Chroma Squad, into the breach, and overland; now, I can feel there is a common thread connecting all those but I’m not yet sure what it is.
Anyways a good palate cleanser after all the halo ive been playing.
It's such an interesting piece of art that it became one of those games that resonate with folks who don't play videogames at all.
So if you have someone who's not a "gamer", with no serious interest in the medium, maybe show'em this one. If they like good artistic works in general, this might just be that one videogame capable of igniting that spark we all felt some day in the past.
I'm going to join this one with the (few) other exceptional strategy games I've played: Chroma Squad, into the breach, and overland; now, I can feel there is a common thread connecting all those but I’m not yet sure what it is.
Anyways a good palate cleanser after all the halo ive been playing.
Terra Nil is a game about restoring an earth-like planet after its once luscious biomes were destroyed and turned to wastelands. Because of this, it is one of the more visually satisfying games I have played. Watching the browns, blacks, and greys of a "The Road" style world turn into beautiful greens, blues, reds, and more is incredibly appealing.
However, beyond its visual flair and pro-environmental message, there isn't too much happening here that intrigues me in any real way. All four levels are fairly similar, with the specific mechanics tied to each one not being different enough to truly evoke any real sense of progression and leads to the last hour or so being somewhat dull.
There's also a really half-baked "mini game" in the last level that fundamentally should work, but mostly had me getting through it as quickly as possible to just finish the game. I also occasionally got soft locked due to the procedural world and being unable to recycle certain machines due to placement 20-30 minutes prior.
All-in-all I appreciate Terra Nil for what it is. It sticks with its message, provides satisfying strategic gameplay, and for the most part, does what it sets out to accomplish.
However, beyond its visual flair and pro-environmental message, there isn't too much happening here that intrigues me in any real way. All four levels are fairly similar, with the specific mechanics tied to each one not being different enough to truly evoke any real sense of progression and leads to the last hour or so being somewhat dull.
There's also a really half-baked "mini game" in the last level that fundamentally should work, but mostly had me getting through it as quickly as possible to just finish the game. I also occasionally got soft locked due to the procedural world and being unable to recycle certain machines due to placement 20-30 minutes prior.
All-in-all I appreciate Terra Nil for what it is. It sticks with its message, provides satisfying strategic gameplay, and for the most part, does what it sets out to accomplish.
This review contains spoilers
I bought this game thinking it was a response to the automation genre because of a YouTuber calling it as such. While maybe you could say that, I wouldn't describe it this way, though it is a puzzle game. The puzzles struck a balance between free-form and directed solutions that I appreciated. The goals were consistent and the tools asked you to do specific actions, but you were free to shape any part of the map as you saw fit.
As you cleaned up the environment in each area, you would lift of and start again in a new environment with different challenges. Though I was unsure how I would feel about the refreshed, I appreciated it. It kept any one area from becoming too complex and unwieldy. It also was in keeping with the theme of the game.
The game did not overstay it's welcome. There are four areas that you play through twice, with the second attempt giving you different tools for cleaning up the environment. I was glad for it's limited scope because if it was longer, I would have gotten bored of the game.
I finish with one last word on theme. The game has a timely theme about restoring the environment after ecological destruction. Yet I can't help but feel that the games thematic solutions are naive. While it felt good to place a toxin scrubber down then water the earth to produce grass, ecological restoration is by no means so simple. I realize it's a game and doesn't play by real life rules, but I was always wondering how one might be able to actually accomplish the ecologically restorative steps the game suggests. One implication of the game is to prompt further thought on how to accomplish the topic ends of the game in real life. On this front, I guess it succeeded, but the game's goals need significantly more imagination and problem solving to be realized in real life.
As you cleaned up the environment in each area, you would lift of and start again in a new environment with different challenges. Though I was unsure how I would feel about the refreshed, I appreciated it. It kept any one area from becoming too complex and unwieldy. It also was in keeping with the theme of the game.
The game did not overstay it's welcome. There are four areas that you play through twice, with the second attempt giving you different tools for cleaning up the environment. I was glad for it's limited scope because if it was longer, I would have gotten bored of the game.
I finish with one last word on theme. The game has a timely theme about restoring the environment after ecological destruction. Yet I can't help but feel that the games thematic solutions are naive. While it felt good to place a toxin scrubber down then water the earth to produce grass, ecological restoration is by no means so simple. I realize it's a game and doesn't play by real life rules, but I was always wondering how one might be able to actually accomplish the ecologically restorative steps the game suggests. One implication of the game is to prompt further thought on how to accomplish the topic ends of the game in real life. On this front, I guess it succeeded, but the game's goals need significantly more imagination and problem solving to be realized in real life.
This was a frustrating experience for me because I ate up all the marketing around this game for months, and none of it made it seem like it was a puzzle game and not a city builder. When it came out I was super hyped but as soon as I started playing I realized it wasn't really the game I thought it was gonna be. It's not a bad game, just not what I wanted to play.
To me it was a very chill game, entertaining to pass some time, and that's it. I felt like the game didn't present real challenges (or they weren't interesting enough), so I ended up enjoying more its cozy side, but even then I felt like it lacked something, not sure what. I do appreciate the general feeling/message it goes for, though.
The game has three difficulty settings, a "gardener" one, meant to enjoy the chill/creative side of the game without thinking too much, an "engineer"(?) one, meant to enjoy its strategic side, and a middle difficulty which is meant to balance the two sides. I picked the middle one since I wasn't sure what to expect, but it may be more enjoyable in any of the two extremes.
The game has three difficulty settings, a "gardener" one, meant to enjoy the chill/creative side of the game without thinking too much, an "engineer"(?) one, meant to enjoy its strategic side, and a middle difficulty which is meant to balance the two sides. I picked the middle one since I wasn't sure what to expect, but it may be more enjoyable in any of the two extremes.
A pretty, simple game that's a really neat concept but not very fun or engaging to actually play.
I remember when this game was announced how cool it looked and sounded. I loved the idea of bringing life and nature back to an area, but when I finally got my hands on the game I found it to be quite boring to play. I finished the first area and then didn't really feel like the game had anything else to show me
Terra Nil is not really that engaging and the usual satisfaction of building out your town, base, etc. that other strategy games like this have, is not here because the point of the game is to do the opposite. It has the same sort of "do nothing" chill vibe as Dorfromantik, but even Dorfromantik has the satisfaction of building out your map even if there's no real goal.
I still think the idea of Terra Nil is real neat, and I don't really know what I'd change but it's just not very engaging at all.
+ Really neat idea
+ Kind of chill
- Not engaging or fun
- Performance issues and buggy on iOS
I remember when this game was announced how cool it looked and sounded. I loved the idea of bringing life and nature back to an area, but when I finally got my hands on the game I found it to be quite boring to play. I finished the first area and then didn't really feel like the game had anything else to show me
Terra Nil is not really that engaging and the usual satisfaction of building out your town, base, etc. that other strategy games like this have, is not here because the point of the game is to do the opposite. It has the same sort of "do nothing" chill vibe as Dorfromantik, but even Dorfromantik has the satisfaction of building out your map even if there's no real goal.
I still think the idea of Terra Nil is real neat, and I don't really know what I'd change but it's just not very engaging at all.
+ Really neat idea
+ Kind of chill
- Not engaging or fun
- Performance issues and buggy on iOS
A cute, quiet game about cleaning up the environment, Terra Nil seems like a fun and interesting game, only for it to completely fall out after about an hour. While the game looks like a city sim, the levels are very short, making it more like a puzzle game. Each level plays in three phases, each with its own metrics you have to hit to progress. There's very little creativity in how you want to create your level, you simply need to hit the levels they require of you, which are surprisingly rigid. The different buildings clean up the environment in different ways, and while there are some paths of building A leads into building B, many of them don't seem to mesh together well. The later phases in particular require you to often destroy structures you've built previously. Perhaps the worst part of the game is the final phase, where you have to branch out and completely destroy all the buildings you've made thus far. This is difficult to do on limited resources, and often requires completely destroying much of your creation just to reach the more remote parts of the map. The resource system seems very poorly balanced -- where you have more than enough for most of the level, only to run out at the very end, at which point there's nothing you can do. You can't destroy buildings for more resources, you're just stuck. The game is well animated and colorful, which implies to me this is aiming for the "cozy" crowd who want to build up their map over time. However, there's no endless mode (that I saw), it's very short, and the frustration of actually playing the game will drive them away. This seems like a misfire on all fronts.