In Reus, you control powerful giants that help you shape the planet to your will. You can create mountains and oceans, forests and more. Enrich your planet with plants, minerals and animal life. There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices.
Κριτικές: Πολύ θετικές (2,213 κριτικές)
Ημερομηνία κυκλοφορίας: 16 Μαϊ, 2013
Δημοφιλείς ετικέτες χρηστών για αυτό το προϊόν:

Συνδεθείτε για να προσθέσετε αυτό το παιχνίδι στη λίστα επιθυμιών σας ή να το σημειώσετε ως μη ενδιαφέρον

 

Προτείνεται από επιμελητές

"An interesting Indie game in which you sculpt a planet using giants while trying to keep the people from horribly murdering each other in wars."

Κριτικές

"Reus is a game of logical, organic systems presented as simply as possible. It's a delight to play at every turn."
9/10 – Destructoid

"Sowing the seeds of a flourishing planet and a prosperous populace is a wonderfully welcome challenge in Reus."
8/10 – Gamespot

"...an excellent and addicting game that more than earns its 10$ price tag."
9/10 – RTS Guru

Σχετικά με αυτό το παιχνίδι

In Reus, you control powerful giants that help you shape the planet to your will. You can create mountains and oceans, forests and more. Enrich your planet with plants, minerals and animal life. There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices. You can shape their world, but not their will. Provide for them and they may thrive. Give them too much, and their greed may gain the upper hand.

Key Features

  • Control four mighty giants, each with their unique abilities
  • Terra-form the planet to your will, experiment with different terrain types
  • A complex system of upgrades and synergies allows for endless styles of play
  • Observe humanity, let your giants praise or punish them
  • Enjoy an interesting art style and a strong soundtrack
  • Enrich the planet with over 100 plants, animals and minerals
  • Unlock new content by helping humanity achieve numerous developments

Απαιτήσεις συστήματος

    Minimum:
    • Processor:Intel® Core 2 Duo or AMD Phenom processor
    • Memory:2 GB RAM
    • Graphics:DirectX10(R) compatible card with 512MB of memory
    • Hard Drive:500 MB HD space
    Recommended:
    • OS:Windows 7
    • Processor:Intel® Core i5 or AMD Phenom II
    • Memory:4 GB RAM
    • Graphics:DirectX10(R) compatible card with 1024MB of memory
    • Hard Drive:500 MB HD space
Χρήσιμες κριτικές χρηστών
2 από 2 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
21.9 ώρες στο μητρώο
It's a great game if you like trying to maximize efficiency. There is something very satisfying about cobbling together a few planets and trying to make thing coexist... then learning new strategies and patterns that are even more fruitful. There is a nice steadily deepening set of gameplay mechanics that comes with the resources you unlock at the end of each world that leaves me looking forward to the start of the next era. There are also interesting challenges presented (Like have a village reach a certain prosperity using only plants and animals) which let you try something out of the ordinary. These challenges do bring one of my few gripes though, as I'm never sure when a village is going to expand (and include a resource that is not allowed) or if I'm even allowed to use adjacency bonuses with offending resources that are outside of the village borders.

For those who want to know a little more about the game:
This a game is all about adjacency bonuses. There are two basic kinds of plants/minerals/animals per biome and 5 biomes. Then all of those can be evolved a couple of times with various aspects... and each stage of evolution has different bonuses, usually pertaining to what it is near. This on it's own could probably be mathematically solved pretty easily to yield the greatest possible output of the planet you control, but then there's humans that pop up and build cities over some resources and have projects that they want to build, throwing in extra bonuses that apply to things within their border. At the end of the era, you unlock new plants and animals and minerals to use in future plays.
Αναρτήθηκε: 4 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
5.2 ώρες στο μητρώο
There are two schools of game design. The first, puts emphasis on how things “feel”. The second, tries to make all the numbers add up on a spreadsheet. The first may not be all that balanced, but the second tends to be no fun at all. Reus leans too much towards the second.

A session of Reus goes like this: you pick how long you want to play, 30, 60 or 120 minutes. There is a non-time limited Freeplay, but you won’t unlock any new technologies in that mode. As the game starts, you’re presented with a flat, formless planet and four Giants. Each Giant represents a sort-of element: Water, Swamp, Forest and Rock. Each can terraform the landscape in their own way, and manipulate the ecosystem by creating creatures or plants. Casting these “spells” costs nothing, and often you’ll have to overwrite previously placed elements as the situation changes.

Spells don’t have any real logical match-up to their Giant, which can be very confusing until you have it all mapped out via rote memorization. After a terrain type has been made, such as forest, settlers will move in and set up a little camp. The way the Giants move around, the circular cut-away view of the planet, and all the little people doing their thing, is very charming. But underneath that charm is a very cold, soulless spreadsheet that governs how the game plays out.

Reus is more of a puzzle game than a god sim. Settlers will construct a “project”, mostly at random, and you need to manage the landscape within a town’s boundaries to meet the project’s completion criteria. These range from having enough Food, Tech, or more difficult ones, like going to war with another settlement. Fauna and flora have “synergies”, which unlock additional resources when things are placed a certain way. It’s a house-of-cards balancing act, placing things next to other things in the most optimal way. When a project completes, you gain an Ambassador which - when paired with a specific Giant - unlocks more powers for that Giant. New projects start, and you need to rearrange things to meet the new criteria.

The foil to the system comes from Greed. If a town grows too fast, or lacks sufficient Threat from nearby Predators, they’ll stop fearing the Giants and may even start to attack them with arrows. Which is possibly the only real humanising moment to be found in the game, watching the Giants cower. When the time limit runs out, the Giants go to sleep, and you unlock new technologies to use in the next session, depending on how well you did.

I kept asking myself, “is Reus badly designed, or am I just bad at it?” It’s a difficult question, made all the more vexing when you’re aware of the Dunning–Kruger effect. Reus is a badly designed game. But that doesn’t mean it’s a bad game. There just isn’t much to it.
Αναρτήθηκε: 22 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
1.1 ώρες στο μητρώο
Just a boring game.
3/10
Αναρτήθηκε: 23 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
2.0 ώρες στο μητρώο
Fun game
Αναρτήθηκε: 11 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
5.5 ώρες στο μητρώο
It's a pure optimization game - build a village, give them what they want (but no more) with the limited land available, repeat ad nauseum. The various tech trees of plants/animals/minerals hides its information away and it quickly becomes apparent that the most optimal way to play is with an Excel Spreadsheet and the Wiki next to it. Your reward for optimizing and completing a project is ambassadors and buildings you can use to do more optimizing, all while staring at the same planet you set up at the very start of the game. Want to go exploring the tech tree? Too bad, you've just ruined all the bonuses from your old plants and need to set up new ones, all while dealing with obnoxious cooldown timers.

Reus isn't bad at what it does, but it lacks purpose beyond optimization for its own sake.
Αναρτήθηκε: 22 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
14.1 ώρες στο μητρώο
I feel as though I may be the only one who enjoys this one, but I thought it was a cool experience. A unique take on "god games", you should find yourself having some fun with it. As far as replayability, however, it soley relies on the plethora of achievements there are to get, as once you've beaten a game in a particlar era, you are pretty comfortable with it all and may not find anything new to keep you going. Only in trying to develop a strategy to attain the achievements will you really want to keep playing.
Αναρτήθηκε: 28 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
15.4 ώρες στο μητρώο
Reus is a simple game.

What it lacks in depth it makes up for with gameplay that keeps you involved with what’s happening in the various areas of your world. Balance out the demands in all of your established biomes and the people will be happy. Fail to do so and you’ll see wholesale revolt by your populations.

It is quick and easy to get into this game: learn the four biomes and what role the associated giant performs and you’re good to go. The game helps you out by giving you progressively more difficult challenges to meet before advancing to the next level.

Is it re-playable? Most definitely, and I would make it part of the gameplay. By this I mean that you have a countdown timer in the “Era” mode which is like a ‘campaign’ mode (I use the term loosely) where you have to successfully complete all the challenges before unlocking the next level (longer countdown, different challenges). Endless re-playability, but some might say endless repetitiveness.

Unfortunately that’s all there is to Reus and while there is no defined end game (besides dying), you can certainly achieve everything there is to achieve in the “Freeplay” mode (no countdown timer). While I do recommend playing this game (positive Steam rating), I cannot call it a good game; it is mediocre at best because of how limited the gameplay is.
Αναρτήθηκε: 2 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
5.0 ώρες στο μητρώο
Essentially it is a strategy game focused on progressing further to unlock new interactions to progress further the next time you play. Initially the game starts to unlock quite a lot fast but then progress slows. It becomes harder around the end of tier 2 to progress quickly. The game suggests different play strategies through this and is somewhat successful but they often feel the same. Expect a very slow but interesting game if you choose to buy.
Αναρτήθηκε: 23 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
3.4 ώρες στο μητρώο
This game is fun, and definitely worth the money, but sadly theres such a finite amount of things to do, once you do them all it's like what's the point. I do recommend it but theres so much more it couldve done. Maybe a Reus 2 is in the future or maybe some dreaded DLC will be available. Either way i'll be hauling out the old wallet to buy it.
Αναρτήθηκε: 8 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 1 άτομα (100%) βρήκαν αυτή την κριτική χρήσιμη
5.3 ώρες στο μητρώο
Relaxing and fun, very good game for playing late at night when you just want to do whatever. . . like destroying a village by flooding it into the ocean ^^
Αναρτήθηκε: 13 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 2 άτομα (50%) βρήκαν αυτή την κριτική χρήσιμη
3.2 ώρες στο μητρώο
This game is terrible. I was excited until I realized you have more fun planting your own garden, probably grows faster anyways.
Αναρτήθηκε: 4 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 2 άτομα (50%) βρήκαν αυτή την κριτική χρήσιμη
0.6 ώρες στο μητρώο
The game is more about balance than actual creation. When I saw it, I assumed it was a civilization-builder of sorts, but its really more of a game about maintaining global equilibrium. Playing Reus is comparable to playing with a scale, always trying to keep it balanced, while constantly adding to it. While this may sound enjoyable, it never really goes beyond that, and to be honest, it gets old fast.
Αναρτήθηκε: 3 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
1 από 3 άτομα (33%) βρήκαν αυτή την κριτική χρήσιμη
4.0 ώρες στο μητρώο
I might play this a couple more hours to see if I'm missing anything, but this is a stylish game without very much to actually do, apart from the game just telling me what to do in order to make a Tradepost or Shrine or whatever the villages request, and it simultaneously feels like there is a lot of time pressure and that everything is very, very slow. It isn't awful, but I wouldn't recommend Reus to anybody.
Αναρτήθηκε: 28 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
12.1 ώρες στο μητρώο
Great fun game
Αναρτήθηκε: 24 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
2.6 ώρες στο μητρώο
A really intresting concept of a game, I fell asleep during the tutorial, but still very fun.
Αναρτήθηκε: 26 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
10.0 ώρες στο μητρώο
There are, I'd recommend Thailand. May give some insight into the game thanks.

Add Language Thailand :). To update Next time Thxxxxxx.
Αναρτήθηκε: 29 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
60.8 ώρες στο μητρώο
[+--..]
Αναρτήθηκε: 1 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
5.7 ώρες στο μητρώο
im very disapointed the developers haven't added to the game, i feel theres so much more to do in it :(
Αναρτήθηκε: 3 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
25.1 ώρες στο μητρώο
Reus is probably my favorite god-game of the past decade.

At its core, the game is something of a 2D (or really, technically 1D) Sim City RTS. You cannot directly control humanity, but you create and arrange resources in order to help them thrive. Villages need Food, Wealth, and Tech, which can be gained in various combinations from Animal, Plant, and Mineral resources.

It may not be obvious from the screenshots, but the planet is divided up into individual tiles. Each tile can only be occupied by one resource or building at a time, though you can usually "overwrite" a tile's contents.

You direct your four giants (Ocean, Rock, Forest, Swamp) to terraform the world's surface and to place resources on specific tiles. Eventually humans will settle near a resource, reserving several contiguous tiles as a town square, and setting up borders a certain distance from the square. As a village develops, the borders will be pushed back, opening up additional tiles for the village to use.

Most of the game's progression is context-sensitive.

Giants have vague powers, such as "Create Exotic Animal," but the TYPE of animal is determined by which biome (Forest, Swamp, Desert, Mountain, Ocean) the power is cast upon.

Individual resources may grant bonuses depending on what occupies the adjacent tiles (Salt is more useful if there is a different mineral right next to it).

Giants are able to upgrade the attributes of certain resources. For example, the Swamp Giant is able to increase the amount of Tech provided by any plant tile. Improving aspects in this way unlocks the ability to upgrade the resource to a more valuable/effective (but often more specialized) resource. By manipulating aspects, you can develop Blueberries into either Strawberries or an Apple Tree. Each of those choices also has branching upgrades with different bonuses. In order to keep the choices from getting overwhelming, certain upgrades must be unlocked with achievements.

There are two separate classifications of animals, two of minerals, and two of plants. With all the valid combinations of resource-types and biomes, there are 25 possible entry-level resources, each with various upgrade paths.

A village's "type" is determined by whether the town square is planted on Forest, Swamp, or Desert tiles. This will determine what sort of civic projects the villagers will want to build (Forest emphasizes agriculture, Desert emphasizes wealth, and Swamp emphasizes technology).

Villages will occasionally decide to construct specialty buildings. In order to successfully complete these projects, the village must reach a certain quota of Food, Wealth, and Tech (or other factors) within a predetermined length of time. It's worth it to help villages reach these goals, because they unlock achievements and award you a village ambassador. Each ambassador can be assigned to one of your giants, who will as a result unlock (or strengthen) a creation or aspect power. The type of power affected is determined by what type of village provided the ambassador.

Each village has a Greed meter. When a village acquires resources too rapidly, the Greed meter will fill, encouraging that village to attack neighbors (or the giants!). This is disruptive to your ability to efficiently and effectively develop these communities within the time limit (Once time runs out, your accomplishments are judged and you are allowed to continue playing, but some achievements must be reached while the clock is still ticking).

The real meat of this game comes from trying to shuffle your resources around within a village's borders in order to maximize context-specific bonuses, because the project the village wants to build just requires SO MUCH of a given resource (or several!) that it needs to be your singular goal. Except it's your multiple goal, because your other villages are also trying to build their own projects, and you can't upgrade this mineral over here until that giant walks over there and casts that aspect upgrade on it (Did I mention the giants have to walk to the tiles where you want them to take action? They're not fast). Since different projects have different dependencies, it's often necessary to maintain at least one of each type of village (Forest, Desert, and Swamp) to ensure a variety of ambassadors (and, by extension, upgrades).

Reus has vibrant art assets and a pleasant soundtrack. The game is fairly easy to pick up but the depth of it might catch you off-guard. You can also choose from a variety of modifiers (such as planet's size or a speed boost for your giants) when starting a new game. Some of these modifiers prevent you from unlocking high-level achievements, but they are a nice way to get a head start in what can easily turn into a several-hour session.

If you like Populous, Sim City, or Black & White, I would recommend giving this game a try.
Αναρτήθηκε: 30 Σεπτεμβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι
0 από 1 άτομα (0%) βρήκαν αυτή την κριτική χρήσιμη
3.6 ώρες στο μητρώο
honestly you'd have to be perfectionist that likes dealing with minor details to enjoy this game. the level of detail you have to operate at while controling multipul things is just to much, and often times looking at the biger picture leads to missing some syngery that would be vital.
Αναρτήθηκε: 11 Οκτωβρίου
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι