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“Ara: History Untold” in the test: With an Excel list for world domination

The strategy game “Ara: History Untold” impresses graphically. The focus is more on building the economy than on action, and sometimes the video game gets a bit lengthy.

For more than 30 years it has been the benchmark for all turn-based strategy games: the “Civilizationvideo game series. Inevitably, all new titles in the genre are compared to it. This also applies to the recently published “Ara: History Untold”. Basically, the games are actually quite similar. But the titles tend to serve different target groups: “Civilization” is more entertaining and entertaining, while “Ara” is more complex.

The goal is initially the same in both games: a civilization must be led from its humble beginnings to world domination. In “Ara” the state that has accumulated the most prestige by the end of the game wins. For example, by building wonders of the world, completing artistic masterpieces, researching technologies or fighting his opponents.

Initially, the player only controls one settlement and can also send a scout to explore the wilderness. But that was it. In the turn-based game, new orders can then be given every turn. The first farms, hunting camps and stone pits were built, new areas were opened up, and the place gradually grew into a city.

Graphically, “Ara” is impressive when played on a powerful PC. The player can zoom out to get a larger overview of the game world. But he can also zoom directly into the game world, for example to watch people trading at the market or the crowds that have gathered around a religious site. Graphically, “Ara” clearly surpasses “Civilization” with its wealth of detail. The game world of the classic series is much more static and far less lively.

Complex system

The tranquil beginning soon ends – and “Ara” quickly becomes complex. In “Civilization” the number of resources is manageable, which means that most buildings can be built quickly. Numerous cities can be founded across the continent and are also easy to manage.

With “Ara” it’s more difficult. First of all, all you need is wood, which is easy to get. But soon there will be countless more resources that can be mined. At the same time, the first workshops were opened that could produce everything from carriages to ropes to pots.

Micromanagement is then required. The economic cycles must be perfectly coordinated, there must not be too little food produced for the ever-growing population, but at the same time the extraction of certain resources must be initiated that are then needed to build a world wonder or special building.

Managing a single city in “Ara” with all its operations is just as demanding as managing half a continent in “Civilization”. Sometimes it gets very long-winded. It fits that the overview page, on which the production of resources and goods is displayed, resembles an Excel table.

At its core, “Ara” is a business simulation that is aimed primarily at inventors. Anyone who likes uncomplicated and fast action will not have much fun with the video game: the much faster “Civilization” remains the measure of all things.

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