| Civilisation
(PC)
There are a few topics
of conversation that can be guaranteed whenever, and wherever,
gamers gather – arguments about whether the Xbox is better
than the Gamecube (or whether the Spectrum is better than the
C64 – depending on the age of the gamers), random acts of
fanboyism, “why don’t girls like playing games”
and The Zone.
The Zone. It deserves
the capital letters. Never quite tangible, never visible and rarely
conciously attained – we feel it when we’re dancing
with the Robotrons, we taste it in the sweat that forms on our
upper lip while dodging Pulsars and, yes, we know it when we’re
building trade routes in Civilisation.

“Today’s lesson –
Graciously Receiving Fellatio. I mean, History”.
Civilisation may not
be the most obvious of Zone games. The general perception is that
it’s a boring turn-based strategy game, enjoyed only by
frustrated history professors and your dad. But it’s not.
At it’s best the Civilisation series encapsulates The Zone
better than anything else. Yes, even Defender.
Like all great Zone
games, Civilisation starts everso gently… You have one or
two units and one very simple choice to make – build or
move. You ease yourself into the game, a city here, a new unit
there, a couple of border skirmishes to the north. Nothing too
complicated…

Berlin here, then build a settler,
head west and discover Frankfurt. Next stop, Divorceville…
And then you find
yourself managing fifty cities, hundreds of units, wars with three
neighbours, uneasy peace with two more, and your scientists are
in the middle of a race to discover the cure for cancer. You look
up, bleary-eyed and weak from hunger and exhaustion. Eight hours
have passed, the dog has shat on the carpet, your coffee is growing
new life forms beside you, your bladder is twisted in agony and
your wife is having loud and energetic sex with the local boy-scout
troop in the garden and the only thing on your mind is: “One
more turn”…
If that isn’t
the Zone, I don’t know what is.
AHCHAY,
March 2004.
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