Having finished it I quite liked later levels, but more from their high concept where I liked gushing around lava and water- not much else.
I think the problem for me began when the villagers build a house they pull it out of the ground by dancing. After that anything they did felt a bit cheap and expendable. They are all-together not interesting enough to spend time zoomed in on. If I actually saw them build houses, schools, have some children walking around; demand more flat land to build on; or saw them have a connection with the breath, then I would easily care about them, but at this moment I felt what I heard a lot more; at first you
want to care, and then later you realize that they'll stand around going 'help' for-ever unless you just get
rid of them.
So in that sense I think the simulation of the elements is the good and certainly beautiful part; but the setting feels a bit "typical tribe" - perhaps there
is a tribe who talks about ancients and the elements like this, but it felt a bit white man's idea of a tribe; the simulation is so high-strung that the gameplay means getting to the exit before everything collapses; and it is unrewarding at times because because if you douse fire a village's fire with water, they complain about flood...
I just remember the great way the AI behaved in Populous, with building houses, chopping trees, levelling ground. Here they just dance for a bit and then things pop out of the ground. Later levels where they can fend off water and lava by themselves feel better because I can almost forget their villages exist. Which I think is a painful way to feel about AI.
I do feel the game, like other games with interesting play, could have had a better theme