Terra nil switch release date11/25/2023 Where the first four missions move you in a straight line introducing you to all of Terra Nil’s terraforming toys, later objectives will ask you to drop some buildings down, change a little of the surrounding area but then dismantle them and do something completely different, in a totally different order than you were expecting, making their completion far more challenging (and interesting). Within those confines though - which are hallmarks of the city-building genre itself more than genuince criticism of this game in particular - I really liked it! The abstract setting means you can’t rely on assumptions of existing knowledge of what everthing does and how it works, and once you’re done with the campaign, later missions are where the game’s puzzle design can really kick in. Each map has a fairly linear sequence of things you need to build, so it feels more like moving down a checklist than genuinely freestyling your way through environmental problems. It’s not even really a campaign, more of an extended four-mission tutorial, and there’s only so much you can do before it wraps up in surprisingly short order. Terra Nil’s centrepiece is a fairly limited campaign focused on restoring a certain amount of life to its desert world, across a number of different regions, each with their own climate. As you can probably guess, this means you need to think very carefully about where you put each building, and it’s easy to swap out your traditional genre worries about fire station coverage for irrigation range without much hassle. Each one does a certain thing within a certain range, with effects on certain types of climates. This is where Terra Nil is at its most city-buildery, because pretty much everything you place on the map is some kind of structure with some kind of effect on the world around it. ![]() Once those balls are rolling you might want to start fucking with the humidity levels to make everything wetter, and before you know it you’ll be growing your own coral and starting wildfires to encourage new growth. ![]() Overlap their areas of effect to grow some grass, then maybe see if you can plant some trees. Then build a few more little buildings that clean the soil. The first of those steps is normally to drop a few machines that draw out water from deep underground. Confronted with a seemingly dead world, you need to take a succession of steps - most of them involving building something in the right spot - in order to breathe life into the environment, turning dusty plains into vibrant forests. Instead of being tasked with growing a huge metropolis on a big chunk of empty green grass, here you’re in charge of terraforming a desert over a series of maps with specific challenges.
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