User Score
7.4

Mixed or average reviews- based on 38 Ratings

User score distribution:
  1. Positive: 20 out of 38
  2. Negative: 2 out of 38

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  1. May 25, 2021
    7
    This game is pretty fun. Reminds me a lot of Civ, it's sort of becoming a 'go-to' for me.

    I think the devs have been super responsive and helpful with issues :)
  2. May 28, 2021
    7
    This review contains spoilers, click expand to view. I enjoyed building on my first island. But by the time I got to the third, I grew bored of having to build my civilization on another island from scratch again. Moreover, most islands seemed identical with a few variations here and there. Expand
  3. Dec 16, 2021
    7
    Before We Leave è un city builder/4X dalle premesse semplici: fai fiorire la tua civiltà superando le avversità e senza rovinare irrimediabilmente il pianeta su cui stai costruendo. Diversi anni dopo una misteriosa “calamità,” i tuoi sudditi (definiti amichevolmente “Peeps“) emergono dal loro rifugio nel sottosuolo e si affidano alle tue capaci mani per ricominciare a vivere in superficie.Before We Leave è un city builder/4X dalle premesse semplici: fai fiorire la tua civiltà superando le avversità e senza rovinare irrimediabilmente il pianeta su cui stai costruendo. Diversi anni dopo una misteriosa “calamità,” i tuoi sudditi (definiti amichevolmente “Peeps“) emergono dal loro rifugio nel sottosuolo e si affidano alle tue capaci mani per ricominciare a vivere in superficie.

    Quella che ci si è presentata è stata un’esperienza fluida e priva di bug o problemi di software, che ormai è sempre più rara ma certamente non meno apprezzata. Sia su PC che su XBOX, i Balancing Monkey Games hanno ottenuto ottimi risultati. Il gameplay è molto intuitivo e si concentra soprattutto sulla raccolta di risorse, disposte su isole generate casualmente all’inizio di ogni scenario. Non esistono scontri sanguinosi, espansioni militaresche e brutali conquiste: tutte le difficoltà dovranno essere superate in maniera pacifica, gestendo sapientemente le risorse limitate a disposizione per creare una società autosufficiente che possa far fronte al ritorno della minaccia.

    Il gioco dispone di una campagna abbastanza impegnativa (in cui la “calamità” è in realtà ancora in agguato) e di scenari liberi che stabiliscono degli obiettivi meno articolati da raggiungere. La società partirà da un livello tecnologico basilare (con pozzi, fattorie e alloggi semplici), ma potrà progredire fino all’esplorazione di pianeti limitrofi (ottima fonte di risorse aggiuntive), con tutto ciò che sta nel mezzo. Non tutti i pianeti dispongono delle stesse risorse, però: la difficoltà sta appunto nel bilanciare ogni insediamento in modo che possa provvedere sia al proprio fabbisogno che a quello della colonia, e viceversa, creando una catena interconnessa di pianeti che si supportano a vicenda.
    È anche necessario fare attenzione alla soddisfazione dei Peeps: un basso livello di felicità può avere conseguenze disastrose sulla prosperità di un pianeta. Bisognerà fornir loro cibo, acqua e vestiti, ma anche apparecchiature elettroniche e tutti i comfort che ci si aspetti di avere in una società più progredita. Risolvere i problemi di gestione delle risorse e della produzione può essere alle volte frustrante, ma la risoluzione delle crisi è estremamente soddisfacente.

    Before We Leave ricorda aggressivamente di essere un gioco nella grafica e nell’estetica. Più che affidarsi al freddo realismo, infatti, il titolo presenta i suoi edifici e i suoi pianeti come se fossero davvero dei giocattoli. Anche i Peeps sembrano dei pupazzetti, sia nell’aspetto che nel modo di muoversi, e la musica riflette il grado di prosperità del pianeta su cui si sta costruendo – laddove gli abitanti sono tristi o demoralizzati, sarà addirittura assente, sostituita dal suono monotono e deprimente degli attrezzi da lavoro.
    Il punto debole più notevole del gioco è sicuramente la lunghezza delle partite. Ogni scenario è infatti parecchio lungo, e ciò non costituirebbe un problema se non fosse per la ripetitività delle attività da svolgere. Raccolta, raffinazione e distribuzione delle risorse sono processi che restano pressoché identici per tutta la durata della partita, e anche se il processo tecnologico e la minaccia finale a cui far fronte tengono alto l’interesse, non è troppo difficile annoiarsi. La logistica del gioco è però ben rifinita e funziona come un meccanismo ben oliato, quindi superare la sensazione di monotonia porta a ottimi risultati.
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  4. May 26, 2020
    5
    This is a perfectly average game, exactly 5/10. It looks nice, sounds nice and everything is...fine. It can be a great introduction to the Settlers/Anno style of game. But if you're already a veteran of this genre looking for a new adventure then BWL won't contain one iota of surprise for you. It's everything you played a 100 times before - setting up basic supply chains, researching newThis is a perfectly average game, exactly 5/10. It looks nice, sounds nice and everything is...fine. It can be a great introduction to the Settlers/Anno style of game. But if you're already a veteran of this genre looking for a new adventure then BWL won't contain one iota of surprise for you. It's everything you played a 100 times before - setting up basic supply chains, researching new stuff - only in with a small visual twist. Expand
  5. May 12, 2020
    5
    I have read plenty of "it's OK but something's missing" reviews but this game looked great on paper so I bought it. The reviews were right. This is a hex-based city builder with some exploration and supply chain management elements. It's alright. But, I cannot help but think "so what?" when I play it. The challenges are straight forward, the aesthetic is a bit weird (wooden spaceI have read plenty of "it's OK but something's missing" reviews but this game looked great on paper so I bought it. The reviews were right. This is a hex-based city builder with some exploration and supply chain management elements. It's alright. But, I cannot help but think "so what?" when I play it. The challenges are straight forward, the aesthetic is a bit weird (wooden space ships drawing inspiration from Land and Overland, maybe?), and there seems to be no incentive to move forward. I really doubt that it is because the game is incomplete; I did not run into any bugs or any unavailable content, at least not yet. It also does not seem like anything is implemented incorrectly. There just seems to be an inherent lack of hook or personality that will most likely remain unless it is completely gutted. Expand
  6. May 18, 2020
    5
    I was pretty disappointed with the game play. Everything seems good up front but there are many bugs once the worlds get more complicated... I bought the game right after its initial release, I haven't been in the gaming space for some time but this COVID reality had me check in just as this game was released. Chose to start with 5 planets, somehow ended up playing with 6 (still confusedI was pretty disappointed with the game play. Everything seems good up front but there are many bugs once the worlds get more complicated... I bought the game right after its initial release, I haven't been in the gaming space for some time but this COVID reality had me check in just as this game was released. Chose to start with 5 planets, somehow ended up playing with 6 (still confused how that happened but it was a welcome error, it helped me realize some of the issues I encountered were in game design not code). I didn't realize that choosing fewer than the max allowable planets meant that I wouldn't have full access to the whole game, this should be said at the beginning as the game doesn't entice you into playing it twice, its kinda boring.. it could be meditative but there are too many glitches for that. So just to lay that out here first since Balancing Monkey doesn't, if you don't choose to play with 7 planets you cannot advance through all the research available. When I realized this I stopped playing but there were many things before this that led me to throw in the towel. Before this point I encountered many glitches particularly in shipping resources around that had me micro managing computer errors, while macro managing the spread of the worlds. I run a construction business in the real world (hence why its been so long since Ive played computer games), micro managing sucks, this doesn't make for fun game-play. Shipping lanes were ships would only move partial loads or no loads at all even when storage was open on both sides. Ports that would mysteriously get packed with 700 units of some thing even though they are only able to carry 120. "Ports are full" messages popping up when they weren't and a lack of clear messaging when shipping lanes were clogged for other reasons. Its an "eh" game that didn't even get executed well... 5 stars is being generous and its mostly for the fact that they put a lot into the aesthetic and the in-game complications they tried to pull off weren't easy, they still failed tho. Regardless they need to take this one back to the drawing board. Expand
Metascore
72

Mixed or average reviews - based on 21 Critic Reviews

Critic score distribution:
  1. Positive: 9 out of 21
  2. Negative: 0 out of 21
  1. Sep 27, 2021
    75
    While there are some small issues like a slightly clunky and complicated interface, Before We Leave ended up being a great little sim that was pleasantly peaceful and delivered a kind of gameplay that I think will be perfect for sim fans looking for something on the lighter side. We may not get as may of these as we used to, but I’m happy we got this one.
  2. Jun 1, 2021
    90
    A pleasant little distraction to while away some time. Worth a look if you like the idea of peaceful city building, if you don’t mind not having a grand finale to work towards.
  3. May 30, 2021
    80
    Creating a grand interplanetary civilisation is one thing, but managing the needs and supplies of the subjects is tough work. Before We Leave makes logistics an easy, streamlined process through an intuitive UI and readability across its design. The fun lays in ironing out the kinks in your immense system and achieving a sustainable economy, all to overcome impending doom. While there is some underlying mundanity, the overwhelming joy and optimism the game extrudes from the player cannot be understated. And hey, if you grow tired of the system, you can always sabotage it from the inside to try and teach your Peeps to live free and naked.