

On a mechanical level, it's less of a clear triumph. The analogy of a cultural melting pot is trite, but the way that your empire will have drawn together a range of different cultures by the end of the game is a better approximation of how diverse people make up a society than most strategy games manage.

Humankind recognises that cultural traits aren't immutable societies aren't monolithic. It has always been one of the absurdities of Civilization that when you play as Rome you're going to be just as keen to build baths in the 21st century as you were in 300 B.C.-not to mention the rather more awkward fiction of playing as a much younger, post-colonial nation such as Australia. In a thematic sense, this sort of dynamic, evolving perspective on culture is a success.

They also carry over certain legacy bonuses so that the effects of your previous cultural choices are still felt in later eras.

Cultures come with abilities that emphasise different play styles, allowing you a deal of flexibility to change tack mid-game as new circumstances arise. So you might choose to be the Egyptians in the Ancient Era, switch to the Romans for the Classical Era, then the Khmer, the Ottomans, and so on. Then, as your empire advances from one historical era to the next, you are able to pick a new culture to adopt for that era. In Humankind, you choose a generic, blank slate leader at the start of a new game. Now Playing: HUMANKIND - Gameplay Overview Trailer It makes for a consistent, readable experience.īy clicking 'enter', you agree to GameSpot's Similarly, when you encounter Teddy Roosevelt leading the neighbouring American empire, you know what to expect. Typically, in a Civ-style 4X, when you opt to play as Cleopatra, you'll be the Egyptians for the whole game, with her handful of leader abilities set in stone and providing the same bonuses whether you're in the Classical or Industrial Age. But oftentimes it feels ill-prepared for the task at hand, and for all its spirited enthusiasm, Humankind struggles for coherence.ĭeparting furthest from 4X tradition is the way in which you're able to alter your empire's abilities over the course of the game rather than having them defined by a selection at the outset. In parts, it does so boldly, both confident that probing questions were asked of the most tired genre assumptions and ready to respond with enlightening answers. Ambitious in the scope and meticulous in the detail of its genre reinvention, Humankind is a 4X strategy game that steps out from the shadow of Sid Meier's Civilization series.
