Seriously, there's absolutely zero fun or strategic challenge involved in having a cheap little building you need to remember to put down for the express purpose of stopping the irritation of fires). And the fucking fire stations (which, by the way, are my most despised staple of city builder games. Yes, the road grids and the housing tier upgrade system are there. Secondly, I was happy to see that Builders isn't a total carbon copy of the game it's so clearly aping. The music was on point too, and if the game can hit the same notes as Pharaoh did with sound design (genuinely, the sound effects, from wind in reeds to grunting hippos, were what made me fall in love with it), it's going to be in very much the right territory, atmosphere-wise. The Nile in particular - which must be, by definition, the heart of any Egyptian city builder - is lush and full of life, and I was a massive fan of the water lilies in particular. Did it excite me, however? Yeah, it did - with a couple of reservations.įor a start, it's fairly beautiful for a game in its infancy. I'd seen the vast majority of the content after fifteen minutes, and the rest was just a case of waiting for numbers to tick up. Because you can't speed up the game pace yet, I played the starting scenario for aaaaages, but it was a bit of a waste of time. ![]() There's a single map, where you can set up a small settlement, with basic food amenities, and a single resource supply chain (clay -> pottery, or clay + straw -> bricks). ![]() One of those was Builders Of Egypt, and after having a go on its free demo (sorry, "prologue"), I can confirm it is still exactly that: promising. There has been a Pharaoh-shaped hole in PC gaming for some time, and this time last year, when I put together my list of promising upcoming city builders, it seemed there were a couple of games vying for the twin crowns of the Nile. One of my favourite games of all time, wot I bang on all the time about, is Pharaoh, the 1999 city builder from Impressions Games, which was the successor to Caesar III and - in many ways - was the high water mark for historical settlement-makers.
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