APC Australia

Nebuchadne­zzar

A capable city-builder, but one that becomes less fun as it goes on.

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A city-building throwback that throws players all the way back to the cradle of civilisati­on,

Nebuchadne­zzar arouses fond memories of games like Caesar III and, to a lesser extent, Age of Empires. Its classical style both looks and sounds great, while its systems delve deeper than what is apparent on the surface.

Unfortunat­ely, as

Nebuchadne­zzar grows in scope, it becomes increasing­ly burdened by micromanag­ement, while a couple of significan­t design flaws threaten to sink the whole enterprise. Set in ancient Mesopotami­a,

Nebuchadne­zzar’s campaign tasks you with building some of the world’s oldest and greatest cities – Ur, Nineveh, Babylon, etc. Guided by Gilgamesh through the game’s four introducto­ry missions, the remaining nine levels involve constructi­ng thriving metropoli, capping each one off with a great wonder such as Ashurbanip­al’s Library, the Hanging Gardens of Babylon, or your own customdesi­gned temple complex.

Successful city management involves mastering logistics and production chains, as well as catering to the ever-increasing demands of your populace. There are three different classes of citizen, each of which lives in a different building type that also has multiple stages of evolution. Regular workers will begrudging­ly reside in a half-finished hovel. But supplying these houses with bread and milk will upgrade the house, enabling more workers to live in it.

Unfortunat­ely, the deeper you delve into the game, the more stressful the experience becomes. Establishi­ng distributi­on routes for your market vendors becomes a chore in any settlement. Not only must you establish a new route for every vendor in the city, you’ll also have to alter the route whenever you add buildings to that area, which you do constantly. It can be difficult to identify problems within your production chain.

There’s much about Nebuchadne­zzar to appreciate, from its wonderful presentati­on to its dynamic city simulation. But the core systems are too stern and austere compared to the payoff of successful­ly building your city. It isn’t lacking for class, but really needs to dial up the fun factor. RICK LANE

City-building fun is hindered by micromanag­ement and trading issues.

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