In Episode 18 of the Critical Moves podcast, Al and Joe dig into the latest release in the legendary 4X strategy series, Civilization 7. With Al on the fence and Joe having already played the game, the discussion offers a brutally honest take on the game’s strengths and weaknesses. What unfolds is a candid, and at times scathing, review of a game that many fans had high hopes for.
The episode starts off light with Al and Joe discussing the dramatic shift in weather, but quickly moves into the core topic: whether Civilization 7 is worth the investment. Joe wastes no time getting into his first impressions, revealing that the game’s new leader system felt underwhelming. Unlike past entries where leaders had distinctive, game-changing abilities, Civilization 7 offers a more homogenized approach where every leader has unique units and buildings, but none truly stand out. According to Joe, it feels like ‘because everybody does, it’s almost like nobody does.’
One of the biggest shifts in Civilization 7 is the new system where leaders are no longer tied to specific nations. Instead, players can mix and match leaders and civilizations, leading to odd scenarios like Frederick of Germany leading Great Britain. This, combined with a new ages system lifted from Amplitude’s Humankind, left Joe feeling more confused than excited. He describes the experience as losing the sense of narrative continuity that was always a hallmark of the franchise.
Al and Joe also discuss the AI, which remains a sore spot for the series. The AI’s behavior felt predictable and often nonsensical, with diplomacy remaining a weak point. Joe recounts how the game quickly devolved into a land grab with the AI spamming cities without clear strategic intent. This not only cluttered the map but also made every match feel more chaotic and less controlled.
The new age system is another major talking point. Civilization 7 introduces an automatic transition between ages, which can abruptly reset armies and disrupt gameplay. Joe shares his frustration with how the game forcibly pulls back units during age transitions, often resetting them to cities and undoing critical strategic moves. This mechanic not only breaks immersion but also adds a layer of unpredictability that feels more frustrating than fun.
When it comes to user experience, the game’s UI also gets a thumbs down. The podcast touches on how a lack of clear information left both seasoned and new players unsure of how to proceed. Basic features like tooltips and clear resource information are either missing or poorly implemented. Al points out that such fundamental issues should have been addressed long before release, highlighting the game’s unfinished feel.
In the end, Joe gives Civilization 7 a brutal score of 3.5 Big Macs out of 10. Al echoes this sentiment, calling it not just a disappointing sequel but a game that might damage the franchise’s reputation if Firaxis doesn’t make major improvements quickly. The episode wraps up with a call to action for listeners to share their own experiences with the game, especially if they disagree with the harsh verdict.
For those on the fence about picking up Civilization 7, this episode of Critical Moves is a must-listen. It’s a raw, honest take that goes beyond the hype, delivering real insights into a game that, in its current state, seems to miss the mark. Listen to the full episode on our website, and join the conversation—especially if you’re a Civilization 7 die-hard. We’d love to hear why we’re wrong, but you better bring receipts.
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