Cities: Skylines - game title

Some of the suggestions from my first wishlist have actually been implemented in Cities: Skylines. Naming roads, and adding directional traffic overlays were recently added in the Mass Transit expansion, and the previous Snowfall expansion incorporated some of my ideas for seasonal cycles (minus the part where the seasons actually cycle from one to another). There's still a lot of items from that wishlist that haven't been implemented. I also have come up with some new ideas for things I'd like to see in further expansions (or maybe a sequel?).

Taking the best ideas from its competitors

Even though Cities: Skylines is, by far, my favorite (and probably the objective best) city-building / city-simulation game of the past decade, there are still some features and ideas from the inferior games that I really like. In my first wishlist, I already talked about how much I liked the modular building mechanic of SimCity (2013).

I won't go into too much detail of why I liked that concept (even though the actual implementation was a little weak) because I invite you to read the original post. Suffice it to say, I liked the idea of certain pieces of city infrastructure (such as power plants, schools, universities, police stations, airports, government buildings, etc.) actually growing along with the city. Being able to upgrade an existing building to add additional functionality, additional capacity, or to specialize it in some way, was (in my opinion) a much more interesting and engaging process than simply plopping another copy of the same building every so often, or adjusting a global budget slider, simply to meet increasing demand.

SimCity (2013) - modular building
I still think SimCity had the right idea with its modular buildings.

In that first wishlist, I also briefly mentioned the Cities XL series. There isn't much in XL (or XXL) that is done as well (or better) than what is offered in either SimCity (2013) or Cities: Skylines, but I did neglect one idea that I think was probably the most clever, interesting, and fun part of the XL series of games: the ability to "fill" an area with "decoration". Put simply, Cities XL allows the player to fill any unoccupied area of the map (that is at least partially enclosed by roads) with one of several different types of decorative landscaping.

Landscaping options include a grassy park area with trees, an open-air "flea market" with kiosks and street vendors, various plazas / courtyards, and even a makeshift construction site. These decorations aren't functionally different (the flea market doesn't produce any commerce or jobs, for example), but each decorative area applies a very small environmental beautification effect that increases happiness and land value for adjacent homes or businesses.

Decorative areas in Cities XL allows you to fill-in irregular shapes with city-beautification projects.

From a more aesthetic standpoint, Cities XL's decorative areas allow the player to make very efficient use of space, to fill any empty dead space, and to create your own custom parks and plazas that conform to whatever shapes the outlining roads happen to be. Want a park in the middle of a large roundabout? Want a plaza space at the point of a 45-degree (or narrower) intersection? XL allows you to do such things without having to go into an asset-editor to make a custom ploppable.

Despite having muuuuuch better tools for creating curved and angled roads, Skylines doesn't really have any equivalent to these decorative features from XL that allow us to fill-in gaps left by our pretty, rounded or angled roads...

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Cities XXL - game title

So right off the bat, Cities XXL is not substantially different from its predecessor (Cities XL). In my time with the game so far, I've only encountered two new features. Everything else, right down to the buildings available and the game interface, are unchanged. XXL hardly deserves to be called a sequel or sold as a new game. It's a content patch, and not even a very good one.

But on the upside, since I never got around to reviewing the original Cities XL, I can just roll them both into one review!

Cities XL - box art Cities XXL - box art
This review will cover both Cities XL, and Cities XXL because they're practically the same game.

When I first started playing Cities XL a few years ago, I was really impressed with it. I hadn't really played any modern city-builder games since SimCity 4, and so the jump to 3-D graphics, the ability to draw curved roads, and the sheer size of the maps was enough to win me over initially. But as I've played the game more, it's limitations and weaknesses have become much more apparent and hard to ignore. This is especially true in the game's interface and controls, which are very rough and full of nagging annoyances. When compared to the much smoother and organic controls of games like Tropico 5, the modern [disastrous] SimCity reboot, and even older games like Caesar IV, Cities XL really starts to look bad.

The biggest deterrent to enjoying Cities XL is its UI and controls. There's nothing that really single-handedly breaks the game, but there's a cacaphony of small, nagging problems that gradually wear down your resolve to play the game. The first thing that you'll notice is the ugly and disorganized interface. There are buttons and widgets floating all over the screen: build icons, overlay toggles, camera control widgets, zoning sub-controls, and so on. You can customize some of the UI elements by dragging them to different places on the screen, but there is no arrangement that really feels comfortable.

Charts, graphs, and table widgets are also ugly and difficult to read or understand, so I rarely use them. There's a lot of depth of information in these widgets, but they are just so poorly designed as to be nearly un-useable. And while some info-widgets show a great degree of granularity and precision, others are oddly abstracted. For example, shops and industrial buildings say that they require a "medium" number of workers of various classes, but they don't specify exactly how many employees they require. I assume that "low", "medium", and "high" correspond to the respective sizes of the residential zones, but I don't know for sure.

Cities XXL - closed office building
This office building had to close before I found out why it was unsatisfied.

Feedback in general is one of the game's weaknesses. The "satisfaction" level of buildings are all shown as colored circles rather than actual numbers. Those colored circles that indicate the satisfaction level of a building can be highlighted to show the percentage of satisfaction, but it won't necessarily give any indicators as to what is influencing that percentage...

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SimCity

For those of you paying attention, EA's launch of SimCity was a disaster. Server problems combined with the always-online DRM requirement prevented many gamers from even being able to play the game, while others had to wait hours just to connect, more suffered crashes and glitches, and still others lost save files (and hours of progress) due to failures in specific servers that housed their game files.

It got so bad, online retailer Amazon.com pulled the game from its site, citing the unplayable state of the servers. They've since reinstated the game, but with a warning to consumers, and a lowly 1 1/2-star rating (as of the time of this writing).

Having participated in one of the closed Betas for the game, I was fully aware of the potential for problems, since Beta users were plagued by server issues that prevented many players from even being able to login to test the game. I had to wait hours before the server was operational long enough for me to load a city, and even then, I got booted off several times. It was incredibly frustrating, especially with the knowledge that the Beta would only last through the weekend, so I was under pressure to login as quickly as possible and spend as much time as possible with the game before the Beta ended.

SimCity - snap-to road grid
One of the best features of the game is the snap-to-grid for building roads that lets you keep your roads nice and parallel, even if they curve!

So I fully anticipated server problems with the launch, since I didn't trust EA to put any real effort into making sure the game would work. This is the same EA that won a consumerist award for the "Worst Company in America" in 2012! And deservedly so! Despite the servers not being up to par during the two closed Betas, EA still seemed to think the online infrastructure was suited for a full retail launch. Boy were they wrong!

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The city-builder genre of game has been sparse and disappointing over the past decade. EA and Maxis' storied SimCity franchise has been sitting on the shelves since 2003. SimCity 4 is the most recent game in the series proper, and it is so old that it still runs on a sprite-based, isometric, 2-D engine. Offshoot games like SimCity Societies tried to keep the series relevant and expose it to new audiences, but none of the games since SimCity 4 have really captured the spirit and essence that the old games brought to fans.

But finally, after a 9-year hiatus, SimCity is finally coming back with a proper, full-fledged sequel. Below is the announcement trailer for SimCity 5 with a little behind-the-scenes featurette tacked on to the end. Enjoy!

UPDATE March 20, 2012 (1:50 PM PST):

I recently found another video that summarizes the content that was presented in the previous videos. It has a few minor tidbits of additional information.

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