

After that, the player is given the option to sit back and appreciate the diverse landscape they have helped bring about, which nearly makes up for how the 'recycle' stage, where the player removes any human elements from the level, can feel like a bit of a chore. It's an extremely satisfying experience, and to make things better the player is rewarded with a screen stating " Wasteland Reclaimed" with each completed level, almost in the same way Dark Souls praises the player for defeating a boss. It's not perfect, with the animation of animals feeling quite stilted, but overall the shift from a grey-brown desolate landscape to something vibrant and diverse is impactful. The isometric feel of Terra Nil leaves the player almost as if they are undoing the actions of games like Age of Empires or Command & Conquer, where the natural world is nothing but a resource to exploit to gain victory. This reversal of the destruction that is so intrinsic to other games is such a compelling game look, and doubly so given the visuals. Reaching 100% in each level is very much dependent on the conditions of the stage, and what that means for the variety of environments that the player is looking to cultivate. Terra Nil is a game about working out the reach of your materials and the range of where they can be most effective, and understanding the environment that the player needs to create.


The gameplay itself feels solid, with the player quickly getting to grips with the loop of reclaim, rebuild, retreat.
