
The main focus of Gathering Storm, as you might have guessed from the name, is on this world. Because its districts spread out from your cities across the map, and your precious builders are so powerful with their terrain-shifting abilities, Civilization 6’s world has always felt incredibly tactile, as much a plaything as the game’s units and menus.

My favourite thing about Civilization 6 has always been how physical it is. I remarked at launch that it felt much more board-gamey than other Civ titles, which has always been the latest game’s strongest point, and I’m glad that it’s being leaned on so heavily in Gathering Storm.
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That’s my generalising guess, anyway, and I think it’s a bit unfair on Civilization 6, which has tried harder than most other games in the long-running series to differentiate itself from its predecessors. There are only so many of these games people can play in their lives before the fundamental building blocks of their design start to blur into each other. We might also just be hitting a point in the life of this series where a new Civilization is like a new iPhone, an exercise in pleasing but diminishing returns. There are probably a number of reasons for this Civilization V is still fantastic (and even looks great despite its age), and its matured scale-with both its expansions already out and settled in-makes it seem more fully-featured. It’s a very good game, but also rarely feels like it has excited the series’ fanbase like 2010’s Civ 5.

Building on the content introduced in 2018’s Rise & Fall, and adding a whole raft of its own new features, Gathering Storm radically transforms the way Civilization VI plays, going well beyond the usual “add new leaders and menus” routine by shaping the way the world itself behaves around you.įor the last couple of years, even after Rise & Fall’s release, Civilization 6 has existed in a weird place.
