Those aren't Switch shots at all. They're old marketing shots for the PC version.
Moreover, they have the same pitfall as the publicity shots for every Civ game where the zoom level showing off the artwork is far closer than what anybody sees in a practical game situation past the opening turns. On the other hand, I can see a close zoom getting a lot more use on the Switch's handheld screen than it would on PC. We really do need to see some shots of the UI, though.
I wonder if Aspyr is handling this...
I don't think there is any precedent for them porting to platforms other than Mac/Linux/iOS, is there? Of course, the Switch is a new frontier for a lot of studios, so if Aspyr is working on the hardware on top of their existing speciality in OpenGL, Metal, and now Vulkan, that bodes well for future third-party support. 2K/Firaxis don't always go with them for Mac/Linux, though—Aspyr has traditionally handled Civ while XCOM, Borderlands, BioShock, and so on have gone to Feral. But Aspyr has also received a lot of work from EA in the past, like tidying up SimCity 4 and KOTOR 2 for modern PCs.
I'm sorry but this is pure rubbish. Stop dressing up personal opinion as objective fact. Why are Civ 4 fans so obsessed with claiming Civ 4 is the best ever version?
Just accept that people like different things and there is absolutely no 'single best' Civ.
I've been playing Civ since the very first version of the game on my old Atari St, and I prefer 5 to 4 despite literally thousands of hours in both.
It's an important claim to make and justify, because Civ4 provided a whole range of elegant solutions to longstanding design challenges in the 4X genre that can serve to inform new solutions in new games. If we always deferred to the infinite diversity of personal taste there would be absolutely no reason to ever talk about games (or any other kind of creative human endeavour) at all. There would be no such thing as criticism and no reason to have a conversation. Civ4 loyalists have remained vocal all this time because there were so many things the game did right that haven't been replicated or fully understood in the genre since, either in Civ or its competitors. It's no different from how Super Metroid is still worth intensive study (and vocal advocacy) as an example of how to do exploration right, even though it's easy to find players who got a bigger kick out of a more strictly guided game like Fusion.
Look, you're entitled to your personal preference. It's okay if you prefer Civ5; it's okay if you hate unit stacks. (I don't mean to assume that about you, of course, but I hung around Apolyton, CivFanatics, strategy blogs, and all sorts of other places for about a decade and I have yet to encounter a personal preference for Civ5 that did not, in some way, reduce to "But I don't like stacks.") Lots of people would agree. But ironically, that actually
is something that is a statement of personal preference, not an argument about mechanics, design, or balance. And if you want to dig into those arguments with the priorities of a playtester, designer, or just someone who takes strategy games seriously as "series of interesting decisions"—as someone who wants games to be better and to learn from the best—it becomes clear pretty quickly that Civ4 holds all the cards.
Since we're in a Nintendo thread, I'll make this comparison: things like Civ5's hidden-information diplomacy (which the lead designer, Jon Shafer, himself repudiated as a bad idea) are directly analogous to the random tripping in SSB Brawl. Personal preference doesn't magically turn it into good design. I
like Brawl; I actually played it a whole lot more than Melee; I loved the wackiness of the stages and the inspired roster additions and just about everything except for Subspace Emissary. But I would never in my life claim that the mechanics were more tightly designed, or the skill cap more amenable to advanced/competitive exploration by people experienced with fighting games. That would be a challenging stance to take and an easy stance to refute; one almost suspects it must be wrong.
With something like Brawl, I'm perfectly willing to acknowledge that I squeezed more fun out of the game that was, in its mechanical core, worse. And I'm not sure why the "la la la, don't listen to the Civ4 players" crowd has so much trouble with that when it comes to Civ5. In fact, I'm quite happy to acknowledge that Civ5 is easier to sit down with on a laid-back or escapist/role-playing basis. The interface is friendlier, there are fewer things to manage, it delivers a satisfying power fantasy without making you work too hard to earn it, it's beautiful to look at, and there are tons of new toys to play with that are firsts for the series. I can absolutely see why someone might enjoy it more. But if a strategy game designer ever came along and said they took a lot of positive inspiration from Civ5 for how to handle things like gold sinks, expansion penalties, and diplomatic AI, that would be a red flag to stay far, far away.
Civ4 fans are kind of strange. They love those systems so much they can't help but not be satisfied with change and then go around stating absolutely that everything else is crap.
There's no need to engage.
It's a good game, to be sure, the it's very much rooted in the 90s era Civ. Lots of cities, lots of spamming of units. I appreciate the franchise has evolved. Loved V, liking VI, but V took 3 expansions to become truly great. Hoping VI will get there after the 3rd expansion.
I'm not a Melee or Brood War purist (and I regularly make the case for SC2 as the best game Blizzard has ever turned out), but my god, do I ever understand what kind of crap they have to put up with from people who dismiss their thoroughly worked-out mechanical understanding of why they like what they like with a bunch of vague handwaving about change and personal taste.
Nobody is averse to novelty and change; what they're averse to is bad change. Really, there's nothing I would like more than a revolutionary shakeup in Civ that actually delivers on its concept without opening all sorts of exploits and holes and narrow decision paths, since Civ4 will always be there as the perfection of the original paradigm. I hoped for that out of Civ5 and didn't get it. Nobody was more excited about hexes in Civ5 than I was, and I'd be glad to see a hexagonal tiling stay and never go away—and that's not the only thing about it I'd keep. But the execution was full of cracks whether you want to acknowledge them or not. It doesn't do the strategy genre any good to bury our heads in the sand about bad design decisions that the designers themselves have admitted.
If Civ6 ever arrives at the point where it fixes what Civ5 wanted to do conceptually—and from what I've heard, it's gone some way towards doing that already—I'd be more than glad to embrace it. If not, Civ7.
At the very least they're preparing the Switch userbase for their eventual foray into the Civ fandom.
Yes... guilty as charged.
I'll refrain from commenting on Civ4/Civ5 further in this thread so we can all get back to being excited about this series, and Firaxis generally, returning to the Nintendo-sphere at long last. Even a middling Civ game can be trusted to deliver hundreds of hours of fun (well, maybe not CivRev), and I can't attest firsthand as to whether vanilla Civ6 is more than middling. (Just talking so much about Civ makes me realize how much I missed it.) The empire-building genre needed to be on the system in some form, and we couldn't have asked for a more auspicious display of support than the flagship title in the undisputed gateway series.