Cities: Skylines II: Bridges and Ports - title

This first expansion for Cities Skylines II is a year overdue. Personally, I was far more optimistic about it than most other players. Though that review was biased by the fact that I never got any of my cities up over 100 thousand population, and so wasn't running into many of the problems that other players experienced with the simulation breaking down in large cities. I think my largest city was somewhere around 70-74 thousand population at the point that I published my review.

The game launched in such a messy state that Colossal Order had to devote so much time and effort to fixing core problems that they had to keep delaying the expansion. They were in a really hard position, as publisher Paradox had sold the expansion with the deluxe editions of the game in pre-orders. This content was promised to players, and was sold to players prior to the game launching. It's not like Colossal Order could just not release it.

This stuff is exactly why pre-order and "Deluxe Edition" cultures in gaming need to die. With all games being available digitally (and most games being purchased digitally), there is no risk of a supply shortage, and so no reason to ever pre-order a game. Offering pre-orders and pre-order bonuses is just a cynical, anti-consumer trick of publishers to try to get more money out of gamers. Sell the product before it's actually for sale, and know that you're guaranteed to get at least that many sales, even if the game turns out bad.

Colossal Order did say that, due to the delays, they tried to fit as much water-based content as they could into this expansion. They also claimed to have put a lot of time into fleshing out systems and testing the new content to make sure it all worked. I had hoped that this supposedly more holistic approach to this expansion, and the extra time given to it, would alleviate many of the complaints that I had with the first game's expansions being so limited in scope. I'm sorry to say that it didn't quite work out that way.

Mmm, fish milk...

I'm also sorry to say that, while I was working on this review, Colossal Order and Paradox announced that Paradox has fired Colossal Order from its development duties on Cities: Skylines and Cities: Skylines II. After the end of this year, development of the game will shift to Paradox's in-house Iceflake Studios (the developer of Surviving The Aftermath). I had played Surviving the Aftermath. I thought it was fine, and largely had a good time with it, even though I never finished the campaign and never got around to reviewing it. So it's possible that Iceflake might handle Cities: Skylines II development just fine. But this situation sucks. Colossal Order created Cities: Skylines. It was their game (and series). For Paradox to yank it away from them in this blatant act of IP hoarding is just cruel, greedy, and evil.

I hope that Colossal Order survives, that they are able to retain most (if not all) of their staff through this, and that they come back swinging in a few years with a new city-building game that will rival Skylines. Maybe, in the long-term, competition between Paradox and Colossal Order will lead to a renaissance in modern city-building games, as each tries to out-do the other. But in the meantime, it's likely going to be a rough few years for Colossal Order, and I wish them all the best.

Repeating the first game's mistakes

The feature previews for the Bridges & Ports expansion sure seemed promising. New modular ports, bridges, drawbridges, proper quays and piers, a fishing industry, offshore oil drilling, waterfront zones, and a bunch of new parks and landmarks. It sure seemed like a fairly comprehensive and holistic feature suite, on paper.

But then I actually got to playing it, and almost immediately started to notice that there were things that I had hoped or expected to be included, which simply weren't. Despite the supposedly-holistic approach to water infrastructure, this expansion is still missing 2 key pieces of water recreation infrastructure that I've been asking for since the original Cities: Skylines over a decade ago. There are no public beaches, and no marinas. Yes, you can technically build a makeshift, superficial marina using the quays, piers, and a couple of boat props, along with any other Detailers' props or decorations. The piers do seem to provide some passive beautification, but nobody ever actually uses these structures that I might spend hours putting together. People don't walk the decks of the piers, or actually sail the prop boats out into the water. Would it really have been too much to ask to be able to create a simple seaway and "pleasure cruise area" for a marina, similar to the way that fishing areas are designated?

You can make makeshift marinas with quays, piers, and boat props, but nobody uses them.

The lack of public beaches really hurts the aesthetic of any coastal city. There are some props that can be placed on sandy beach areas to give some appearance of a beach. Maybe some tents here and there, some lawn chairs, and a few other such objects. But there are no beach towels, surf boards, sand castles, lifeguard towers, or things of that nature. Most importantly, just like with the makeshift marinas, nobody will ever actually go to that beach. People don't walk along the beach, swim in the water, sit in the lawn chairs, or play in the sand. The beaches are just completely lifeless.

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Resident Evil HD - game title

Not having a GameCube meant that I unfortunately missed out on some pretty high-quality games. Probably the most notable ones were Eternal Darkness and the remake of Resident Evil, neither of which, by itself, was enough to sell me on a console. I've since been able to play through a friend's copy of Eternal Darkness, and I had started on Resident Evil, but never got around to finishing it. When the HD remaster showed up on PSN, I was hesitant to buy it, since I knew that I could just play it on my friend's GameCube eventually.

Best of both worlds at the tip of your thumb

However, something in the previews really intrigued me. And that was the compromise that Capcom found for the never-ending conflict between the tank-style controls of the original PSX game and the analog control of newer games. Since I grew up with Resident Evil, Silent Hill, and other survival horror and similar adventure games, I've never had a problem with tank controls. They tend to be the lesser evil when dealing with static camera angles that change unpredictably (as in Resident Evil), and they are perfectly serviceable for behind-the-back or overhead cameras (as in the outdoor areas of Silent Hill). This ensures that the controls remain consistent during camera angle changes, since they are always relevant to the character rather than the camera.

But apparently, some people hate that control paradigm. They criticize it for making the characters feel too slow and lumbering, and that it lacks precision. The controls have oft been cited as one of the reasons for Resident Evil's declining popularity after Resident Evil 2, and supposedly ditching them was a major factor in the "renaissance" that was [supposedly] Resident Evil 4. But let me remind you that Resident Evil 4 had the exact same controls, and the character was just as slow and lumbering (if not moreso). The only difference was that the camera was moved to behind-the-back, and the gameplay switched to an action shooter rather than a more adventure-puzzle kind of game. So really, your problem was never with the controls...

Resident Evil HD - blind corner
The original Resident Evil was criticized for how its controls and camera lead to frequent blind corners,
wasted ammunition, and cheap kills. The critics were right, but it wasn't game-breaking...

Regardless, analog control has its own baggage train of problems. Pressing the stick in one direction can cause the character to make sudden changes of direction if the camera suddenly changes. This can be mostly avoided by locking the character's movement as long as the player doesn't release or rotate the stick - and the HD Remaster does implement this. But this still leads to sudden turn-arounds when the player needs to move the character around a corner, since you sometimes have to move the stick to the exact opposite direction that you were pressing. And in cases in which the camera angle changes at the point where a change of direction is required to go around a corner or navigate an obstacle (which happens often), then the character can easily get lost in a cycle of spinning around between the two camera zones.

So there is no perfect solution to the problem of static cameras, but I tend to prefer the tank method due to its guarantee of consistency - even at the cost of some slow turning speeds. In any case, advocates of either paradigm should find exactly what they want in this remaster, since both configurations are implemented in the remastered game's default control scheme! Capcom's clever (and elegant) solution was to simply map the tank controls to the directional pad, while leaving the free analog movement on the analog stick. Players are, thus, free to alternate between whichever control they prefer without even having to go into a menu to change it. You can even alternate between them, on the fly, in the heat of the action if the situation warrants it, because I can definitely see how the analog movement could work well in some of the [rare] larger, open areas of the map (particularly for boss fights).

It's OK to hate these red-headed step-zombies

Most of the changes introduced in the GameCube remake serve to add further challenge. The most prominent display of this is the new "Crimson Head" zombie mechanic. If you kill a zombie and didn't manage to get lucky enough to blow its head off, you must burn its body in order to prevent it from resurrecting later in the game as a more dangerous "Crimson Head". These red-headed zombies are faster and more damaging than their precursor form. They can rapidly run across a room and grab you before you even realize they are there. They are also very well-tutorialized, since most players will probably encounter their first Crimson Head while attempting to retrieve the Armor Key from the hallway trapped with suits of armor on rails. The previous hallway includes a dead body that (if you didn't go out of your way to burn previously) will resurrect at this time. This hall has a system of mirrors in place that allow a tremendous degree of visibility from virtually every camera angle, meaning that whichever door you enter from, you'll have an opportunity to see the Crimson Head coming after you. It's a frantic and frightening moment!

Resident Evil HD - Crimson Head
Bodies that you don't burn will resurrect as faster, more deadly "Crimson Heads"
that are difficult to avoid and require a second investment in resources to defeat.

Almost any zombie in the game can potentially turn into this more dangerous form. Destroying their head with a lucky shot or burning their bodies are the only ways to permanently ensure that they can't attack you...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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