What rationale underpins the decision to bring a 4X strategy title into the realm of VR and mixed reality? Sadly, Civilization VII VR fails to provide any compelling justifications.
The undeniable prestige of this iconic series warrants its availability on all platforms upon each new installment. However, its introduction in the virtual headset landscape feels like an oddity—after experiencing it, I find myself questioning its target audience.
Overview: Grand strategy within a virtual environment—history at your fingertips
Available On: Quest 3 & Quest 3S (reviewed on Quest 3)
Launch Date: Available now
Developers: PlaySide Studios and Firaxis Games
Cost: $60
Your journey in Civilization VII VR kicks off with an enthusiastic guide who walks you through the oddities of this unusual port, all set in a lavish museum atmosphere. Surrounded by notable artifacts and statues, you will have to make a key decision—Mixed Reality or Virtual Reality?
In Virtual Reality mode, you find yourself at a circular war table, with the franchise’s iconic tile-based gameplay neatly centered on it. You have the ability to adjust the height of the table and even teleport to a side chamber of the museum to observe the dioramas of relics you’ve collected. Unfortunately, this marks the extent of features tailored to the platform; aside from this, it presents itself as just Civilization VII in VR, flaws included.
The stark, uninviting view of the museum might eventually prompt you to explore the Mixed Reality experience. Luckily, immersing the gameplay into your physical space presents a slightly more engaging alternative. The leaders and the table come to life seamlessly within your actual surroundings, inviting you to plot your path to dominance through economic control, military strength, scientific advancements, or cultural supremacy.
Initiating a session of Civilization VII in VR is as straightforward as using a standard screen setup. You start by choosing a leader from a selection of portraits, and almost instantly, an avatar of Benjamin Franklin appears in your room, his cane hitting the ground with a satisfying impact. The striking presence of these historical figures is compelling up close—especially when they express their emotions through gestures during wartime or peace negotiations, which enhances the diplomatic experience.
Meanwhile, immersion is somewhat hindered by the leaders lacking legs. It’s unsettling enough to see these figures silently surround you at the war table, compounded by the inability to account for their missing lower halves. Additionally, the character models lack clarity up close, paralleling the overall visual presentation in Civilization VII VR. Textures blend together ineffectively, often appearing muddled, despite Franklin’s features being notably detailed. However, the craftsmanship remains commendable, particularly the gilded detailing on the marble controller models.

The Mixed Reality environment features a beautifully crafted, albeit smaller, wooden table that you can move around your space or elevate onto a surface. Here, you can use your controllers to interact contextually with the game elements, such as zooming into battle scenarios or surveying for discoveries. To navigate, pull the right trigger and point at a unit to drag it to the target hexagon—this process is user-friendly and resembles the traditional right-click option available on PC.
Additional unit commands can be accessed via a context wheel emanating from your non-dominant hand, where you may instruct a Settler to establish a settlement or quickly review resource management. The adaptation of gameplay translates adequately, though a notable missing feature is the lack of a mechanism to rotate the table for easier navigation, leaving players craning their necks to read the oft-flickering text during gameplay.
A significant gripe for Civilization VII players on PC is its convoluted interface. However, within the Quest 3, the adjusted control scheme simplifies navigation through menus even from the most relaxed positions. Although it can prove tiresome, there’s a charming sensation to engaging with the game—leaning over the table and scrutinizing yields while deliberating on the fate of a captured city can evoke a sense of immersion. It’s unfortunate that the visuals are less than appealing, dampening the experience.
Performing a time-check gesture reveals the leader overview, providing snippets of information about your standing with your legless counterparts—crucial for strategizing diplomatic endeavors. A minimap is incorporated here, allowing you to mark locations for swift travel across continents. While fundamental information for progressing in Civilization VII VR remains within reach, you can also expand interface elements like tech trees onto nearby walls for a more comprehensive analysis, which can be very useful.

As you advance through the Ancient era, you expand your civic options and communicate with your fellow leaders. Initially, Civilization VII VR successfully evokes the flatscreen experience, particularly when managing only a few units or towns. Constructing your first wonder and entering a showcase with Gwendolyn Christie’s captivating narration can be refreshing. However, as gameplay complexity grows, you may quickly find yourself overwhelmed by vast challenges, conflicts across multiple fronts, and a maze of resources originating from your capital.
It is within this surge of complexity that the port’s flaws become glaringly evident. During the Modern era, it becomes nearly impossible to zoom out and appreciate your accomplishments before the game reduces your unique units to faceless silhouettes. Close inspections reveal glitches, including constant texture pop-ins and graphic downgrades that undermine immersion. My Katyusha Rocket Launchers appeared with oddly malformed wheels, while my Cuirassiers engaged in combat with finger guns, accompanied by headless soldiers. Such poorly rendered units could easily belong in a retro game.
Ultimately, the core problem seems to stem from the cramped gameplay area. This design choice feels contrary to the series’ spirit, leading to several frustrating experiences. Targeting units amid chaotic battles becomes laborious. Combine that with extensive construction and district oversight, and the gameplay pace swiftly drags. You may find yourself pondering why you’re not simply streaming the high-fidelity flat version of Civilization VII to your headset through Virtual Desktop.
Ironically, some of Civilization VII’s unique features, such as Commanders and Attributes, exacerbate the gameplay issues. These specialized menu systems turn into cumbersome nuisances during crisis situations or when attempting to take advantage of thrilling warfare moments. Furthermore, good luck completing a few ages before your battery depletes. Civilization VII VR demands significant power, resulting in me opting to remain plugged in for the duration of play.
It’s clear that an empire should not be restricted to a tiny table. Regardless of how animatedly a tricorn-hatted figure might engage with a map in the jungle, I could not find a substantial reason to play an expansive game like Civilization VII in virtual reality, particularly when faced with such numerous visual and gameplay challenges.
Final Thoughts on Sid Meier’s Civilization VII VR
One of the cherished qualities of the Civilization series is its ability to make 4X strategy inviting and visually appealing, especially compared to its many bureaucratic counterparts. This port neglects both of these essential characteristics without offering significant compensation. While Civilization VII VR serves as a sufficient proof of concept, it desperately seeks a unique identity. Yes, it functions, but at what expense?

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