
Become the god you were born to be.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
Populous II: Trials of the Olympian Gods, developed by Bullfrog Productions and published by Electronic Arts, builds on the foundation of the original Populous by expanding both its scale and its identity, transforming a relatively abstract god game into a more structured and thematic experience. Drawing heavily from Greek mythology, it casts the player as a rising demigod competing for recognition among the Olympian deities, giving each battle a clearer narrative purpose. Instead of simply shaping land and guiding followers, you are now engaged in a divine trial, steadily proving your power through a long sequence of increasingly demanding encounters. The central gameplay loop remains rooted in indirect control, where influence over the world is more important than direct command. Your followers act largely on their own, spreading across the land, building settlements, and clashing with opposing tribes. Your role is to guide them through the use of divine powers, which are fueled by mana generated through population growth. This creates a natural cycle where expanding your influence leads to greater power, which in turn allows for more decisive interventions. Managing this balance becomes the core of the experience, as every action has a cost and every decision contributes to the long-term strength of your presence on the map. One of the most significant improvements over its predecessor is the sheer breadth of available abilities. The game introduces a wide array of powers divided into thematic categories such as earth, fire, water, wind, and more, each offering both constructive and destructive possibilities. You can reshape terrain to protect your people, unleash natural disasters to devastate enemies, or manipulate the environment in more subtle ways to gain an advantage. This expanded toolkit gives the game a greater sense of flexibility, encouraging experimentation and allowing players to approach each scenario in different ways. The variety helps maintain interest, even as the core structure of the game remains consistent. The campaign itself is notably extensive, featuring a large number of levels that create a sense of long-term progression. Success is not just about winning individual battles, but about how efficiently and decisively those victories are achieved. Strong performances can accelerate advancement, while weaker ones may slow your progress, adding an extra layer of incentive to refine your strategy. Over time, your powers become stronger through accumulated experience, reinforcing the feeling that you are gradually evolving from a minor deity into a force capable of challenging the highest powers. Visually, the game enhances the isometric perspective of the original with more varied environments and clearer visual feedback. Different terrains and climates give each level a distinct character, and the effects of your abilities are presented in a way that emphasizes their impact. Watching the landscape shift under your influence or seeing disasters ripple across enemy territory reinforces the sense of control that defines the genre. While the graphics reflect the limitations of their era, they remain effective in communicating the game’s mechanics and atmosphere. At the same time, the game’s ambition comes with certain drawbacks. The core loop, while engaging, can become repetitive across such a large number of stages, especially as many scenarios rely on similar objectives. Even with the expanded set of powers, the overall structure does not change dramatically, which can lead to fatigue during extended play. The interface, though functional, can also feel cumbersome by modern standards, requiring players to navigate multiple options to access their abilities. For newcomers, this can create a barrier to entry that contrasts with the otherwise intuitive nature of the gameplay. Despite these issues, Populous II remains a defining example of how to evolve a concept without losing its identity. It takes the ideas of the original game and expands them in meaningful ways, adding depth, variety, and a stronger sense of progression. Its influence can be seen in later strategy titles that explore indirect control and environmental manipulation, highlighting its importance within the genre. In the end, Populous II: Trials of the Olympian Gods stands as a classic that successfully refines and broadens the god game formula. While some aspects may feel dated, its core design continues to offer a unique and rewarding experience for those willing to engage with its systems. It is a game that values creativity and long-term planning, rewarding players who can think beyond immediate actions and shape the world to their advantage. Rating: 7/10
:)
[h1] RTSの文化遺産 [/h1] 小学生の頃スーファミでプレイするもあまりの難易度に匙を投げてから30うん年 ようやくエンディングを迎えることができたのでお勧めにしておきます フォグが発明される前のRTSだし、UIは古臭いし、イラつくバグも散見されるので思い出補正無しでプレイするのはきついもしれない --- 良かったところ --- [list] [*] プリミティブでありながら奥深いゲームプレイ [/list] --- 駄目だと思ったところ --- [list] [*] 土地を1ブロックづつクリックして上げ下げするのはさすがに怠い [*] ステージ数が多くゲームプレイが単調になりがちなので敵の神様たちにもっと個性が欲しかった [*] 敵しか使えない魔法がアンフェアこの上ない [*] 成長要素は効果がわかりにくい、というか不明 [*] LANDSCAPEの効果も不明。民衆が死にやすかった気がする [/list] --- 以下、知っておくといいこと --- [list] [*] ポーズはF10 [*] 魔法はF1-F5、1-5のキーで選択可能 [*] 魔法選択後に発動方法を矢印(鈍角の方向)で指定するものがある [*] 水魔法のLv1は海に足場を作る魔法で土地上昇ができないMAPで使用する [*] 家を右クリックすることで分家(できないマップもある) [*] 即死マップもリロードせずにやり直せば初期配置がかわるので何とかなる。。。かも [*] ゲームオプションの□FOR GOODをクリックすると□FOR BADの設定が見える [*] GOODとBADのコンピュータースピードを変えることで難易度調整が可能 [*] 経験値稼ぎは花の魔法が最適 [/list]
Olympians? pretty goood.
DOS Box version of the classic game Populous 2. Whats not to like ? i Think its the pc version though. Never saw that intro movie on the Amiga 500......
This review is based on me having played and spent many hours on the Amiga version back in the 90s. Generally the game is slightly better graphically and much smoother compared to the amiga. Though I did need to slow the game down in the settings so ok there. There are a couple of nuances, lightning looks a little different, and when land is contested between two opposing settlements it is no longer shared so doesn't flash. I actually feel this is improved. Where I am dissapointed and what does let it down however is the sound effects. In the original, they're not there for aesthetics but you rely on them and they're important. You can no longer hear when the enemy casts spells, this isn't too important in the early levels but if they unleash a tidal wave or Helen of troy and you're unaware you'll have no time to prep and defend etc. It's also important to know when they're moving their magnet as this helps to know what they're planning. Overall I'd prob give the game a 3 out of 5 but because I'm used to the original SFX I'd give this a 2, sort out the sounds in line with the amiga version and you'd get a 4.
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