PLAY THIS - if you like puzzles, achievement and level unlocks, building and planning things
DON'T PLAY THIS - if you are looking for a God game with the usual fanfare of fancy spells and conflict
OVERALL - Recommended, assuming you like a bit of a development puzzle. Solid game, best played casually once in a while, interesting alternative take on what a God Game is.
At first glance you might be forgiven for thinking Reus is a god game. And at the start, in a very simple way - it is. But that's not what Reus is about - Reus more than anything is a puzzle development game, which just so happens to have god like giants striding around carrying out your latest puzzle solving commands.
You can probably stop reading here and decide whether you like progressive puzzles that require repeated plays to figure out. If you don't you can skip Reus. If you do, or at least you really like at least the theme of a God Game that's actually a puzzle game...
The first couple of hours of Reus will get you familiar with moving your guys around, creating the land types - and what kind of variations you can get up to, and most importantly of all will introduce you to the main element of the game - puzzling out the transformations of one resource type into another.
At this point you might leave the game alone. A light game. Couple of hours of play. I get it.
But, if you're the type of player that likes to build things that will see you progressing and unlocking new capabilities and achievements, that enjoys trying to optimise and plan a better setup, then Reus could lock you up for countless hours.
As Reus progresses your virtual world dwellers will demand ever increasingly impressive buildings to be built for them - and your job is to supply the required number of resources to do that. But resources are not just a simple task of sticking down a mine here and an animal there. In Reus there are dozens of resources - and most of them can only be utilised in a not so easy to navigate upgrade tree.
What you can build depends on how many successful projects you have built in the world - and therefore the upgrades your giants have in order to place ever better resources and upgrades, and also how far through the game you have progressed. Most of the upgrades and buildings will simply be unavailable to the starting player, and the game will need repeated plays for you to unlock achievements and unlock those better resources. It will often be the case that you will be able to progress so far - and then no more, as your paltry set of resources just don't have enough clout to cater to the demands of your meeples.
Reus has a lot of depth to it. The sheer number of resources available and their unique synergies with other things around them gives a huge amount of variation in effect. And this gives rise to a fairly interesting laid back game that comes down to puzzling out the best placement and interaction of what's available to you. But it takes time. Reus is going to eke out what it lets you play with so that you need to play it over and over again. As each unlock opens up new capabilities so you will be able to push the envelope and release a new set of unlocks and so on. As the depth of your unlocks increases so too does the time required to get your civilisations up to the point where they can start utilising them.
Nice progressive game mechanic, or cynical attempt at lengthening game replayability of an otherwise much shorter game ?
Overall Reus is worth playing, it's a solid game and has some nice depth to it - just how long you will be playing for depends on you temperament.