"Hmmm... another city / colony / civilization management simulator..." - this was the first thought about Reus. Well, that thought turned out to be wrong.
While the game might look simplistic, childish or even shallow, because of the colorful visuals and the concept of giants ruling the world, I promise you - this is not the case. Being a Civilization series veteran, I'm used to deep and complex games. While Reus might not compare with Civilization 5 or other games on that subject, it definitely provides a sophisticated enough mechanism to keep me interested, at least so far. I've been playing for 4-5 hours by now, and I feel like I still have a long way to go before I really learn the game mechanics and master it.
To bottom line this - if you like the genre, get this game. It's well worth it, even at full price ($10).
Update (18 hours total) - this game turned out to be one hell of a pleasant surprise! I'm having a lot of fun with the progression mechanism.
I now have a much better perspective and understanding of the game, so I can give much more information. Skip to the end for a short bottom line, if you don't feel like reading all that text.
The idea in the game is to contribute to the developement of the colonies by supplying resources and improvements, mainly plants, animals and minerals of different sorts. But in order to unlock the better, more advanced resources and improvements (called "aspects" ingame), you must explore and use the more basic options, or you can't progress and reach the advanced stuff. Needless to say, I guess, that the more advanced your giants are, the bigger and more prosperous colonies they can sustain, support and control. ...yes, control. Sometimes a colony gets greedy and arrogant and attacks your giants, and needs a good kick in the ♥♥♥. In some cases it's even necessary to destroy a colony, if it looks hopeless.
Also, the humans in the colonies will try and develope projects of different sorts, and you're supposed to help them meet the required criteria (if you want that project to succeed). The trick is to choose the optimal combination of resources to supply to the colony, factoring in the resource's position, its level, and the level of synergy it might or might not have with other resources nearby, plus the project's criteria, of course. So far, most projects need specific amounts of either food, wealth or technology or any combination of them. Some projects, though, will also require one or more unusual conditions, such as winning a war with another colony or having another colony completely destroyed (either by going to war or by "divine intervention").
There are more aspects to the game, some of which I don't fully understand myself yet, but I promise to update if I feel l learn something important enough. For one, you have time limits, both for the "Era" type of game (what I've been playing so far) and for the projects. Obviously, it complicates things.
Anyway, to summarize this update - this game is way more complex and rewarding than it seems, or at least more than it seemed to me at first. If you like strategy and colony management, get it, definitely worth it!
Posted: October 7th, 2013