
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.
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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Tags:Cities: Skylines, Cities: Skylines II, Cities: Skylines II: Bridges & Ports, Colossal Order, Paradox Interactive, Steam, PC, city management, city planner, city simulation, water, waterfront, quay, pier, bridge, drawbridge, port, harbor, ferry, river, ocean, fish, fishing, oil, offshore drilling, boat, bicycle, bike, parking, pre-order, Iceflake Studios, IP hoarding
The ocean is a common setting for a lot of cosmic and Eldritch horror. Lovecraft himself set many of his stories in fishing villages or on boats or ships. There's no shortage of video games that feature Lovecraftian fishing villages, from Bloodborne to The Sinking City, but I'm not aware of too many video games that focus on the fishermen who go out into those Eldritch oceans to catch the abominable fish. Well, now we have such a game in Dredge!
Dredge was on my radar since its release. It was one of those games that I put on my wishlist, but often skipped over it. Eventually, it went on sale on the PSN, and I had some extra gift card balance in my account, so I finally snatched it up and played it on-and-off for a few weeks. Unfortunately, my experience with the game was less-than-ideal, but that was entirely my fault, and talk about why later in this review.
Survival horror on the open ocean
Much to my surprise, Dredge is not really overtly horrific, except for like one (or maybe 2) area(s) of the map, and also the final cutscene. Despite the Eldritch inspirations, Dredge can be a surprisingly chill and relaxing game for the vast majority of its play time. How dangerous or scary the game will be will largely depend on how you choose to play the game (and how closely you adhere to the main quest). If you're constantly going out at night into the middle of the ocean, far away from the safety of a harbor, and actively fishing with dangerous threats nearby, then yeah, it might get a little challenging and maybe even creepy. But if you play it safe whenever you can, navigating paths that keep you within a short sprint from a harbor, and frequently resting to restore your sanity, then the game is pretty easy.
Though, under normal circumstances, the game will occasionally force you to have to go out at night to catch nocturnal fish. But even then, careful planning can still allow the player to avoid most of the more dangerous hazards. The day-night cycle goes very fast, but the clock only runs when the boat is moving or the player is fishing. So you can sit and idle for as long as you wish in order to check your map or your quest log and plan out the day's activities. Safe harbors are usually placed within a day's journey from each other, so again, careful planning and deliberate play can be very effective at mitigating risk.
Light is necessary to avoid hazards, but can also attract other panic-inducing dangers.
Surprisingly, there are no survival elements. Heck, there's not even any crafting! You just invest research tokens into new equipment, and collect various materials to upgrade your boat, and then just buy the upgrades and equipment with the cash earned from selling fish. You don't have to buy provisions or cook the fish you catch in order to fill a hunger bar. There really isn't a sleep or stamina meter either. Nor do you have to buy things like fuel for your boat or batteries to keep the lights running. The only things for you to manage are inventory space on your boat and a simple sanity meter (which effectively operates as a proxy for a sleep meter). I'm personally torn on whether including a hunger meter would have hurt or improved the game.
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I was starting to wonder if maybe Colossal Order was done with Cities: Skylines, or they had moved on to development of a full sequel. After releasing two expansions per year since the game's launch in 2015, we've now gone almost a year between expansions. The last one was the Campus expansion last May. Now here we are with a new Sunset Harbor expansion.
The announcement for this expansion (a mere week before its release) got my hopes up in a similar fashion to the Snowfall expansion. I thought that Sunset Harbor would add a slew of features that I had been longing for in the game for a long time. Sadly, Sunset Harbor disappointed me in much the same way that Snowfall's lack of a seasonal cycle and poor implementation of ski resorts did. Sunset Harbor lacks almost all of the things that I had hoped for, and it continues a trend of Skylines expansions that add new mechanics or content without revising or enhancing existing mechanics or content to utilize the new ideas.
Much like past expansions, Sunset Harbor neglects a lot of seemingly-obvious content.
When I saw the title of the expansion, I thought for sure that this would be the expansion that would finally introduce public beaches! No such luck. There's no public beach area. Sunset Harbor (despite having "harbor" in its title) does not introduce modular passenger and freight harbor areas, or upgrade harbors into a leveled industry like Industries did with agriculture, forestry, ore, and oil. I still can't daisy-chain my harbors to send shipping routes up rivers or canals, despite the fact that the existing passenger ferries and the new fishing industry can. It similarly doesn't convert tourism and leisure into leveled industry or commercial areas.
As always seems to be the case with Skylines expansions, I'm torn between whether I should review the expansion from the perspective of what it actually brings to the table, or from the perspective of failing to meet my own hopes and desires for what the expansion should be.
One of the things that was missing from Industries
Sunset Harbor does, however, check off a couple items from my wishlist. At long last, it has provided a desert biome map! As someone who lives in the American Pacific Southwest, I've long been frustrated by the inability to create a city that looks more like the familiar landscape of my own back yard. Now I finally can. Sadly, it's only one map, but the asset editor that's always been included in the game will allow me to make more if I want to, without having to resort to downloading mods that might destabilize the game.
I've long hoped for a desert biome to be added to the game.
The big feature of this expansion is also a feature that I thought was missing from the Industries expansion. I complained that Industries only added new infrastructure that replaced the existing agriculture, forestry, ore, and oil industries that have always been in the game, and didn't bother to add any new industries. Parklife, by comparison, added a couple new types of parks that hadn't been in the game before, including nature preserves and an amusement park. Personally, I thought that the most obvious option for a new industry to add to Industries would have been a fishing or aquaculture industry. Well, now we have a whole expansion that has added that one idea.
The new fishing industry doesn't follow suit with the Industries expansion industry areas, or the Campus university areas. You don't paint aquaculture areas and then grow them and level them up. There's no complicated production line or logistic element. The different types of fish that you can catch also don't do anything different. There's no fancy factories that consume specific types of fish (like a pizza factory that consumes anchovies), or that combine your fish with other types of fish (like a fish stick factory), or with other industry products to create a more valuable luxury good (like combining fish and seaweed with crops to make sushi).
Aquaculture does not level up or have production lines like other industrial sectors.
Instead, there's a handful of fishing harbors that act as resource-extractors, and then there's exactly two buildings that process or consume them. Your fishing harbors can either sell their fish to a market to be sold directly to consumers, or the raw fish (regardless of type) can be shipped to a factory that processes the fish and distributes them as generic goods to send out to commercial zones. In lieu of either the market or the factory, the fish will be exported to other cities for a small amount of money.
That's it! That's everything that fishing has to offer!
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