Posts Tagged ‘Cities: Skylines’

Making Things To Build – Cities: Skylines Mod Trailer

By Alice O'Connor on February 26th, 2015.

I suppose we do post about Cities: Skylines [official site] a fair bit, but that’s partly because it’s a big chunk of (current) future hopes for a whole genre. Me, I’m well catered-for as I mostly play games in thriving genres like ‘shooting men’s faces’ and ‘dreamy wandering around surreal landscapes’. But with Cities XXL a wash, a minor update spun off into a so-called sequel, what else is coming soon for people who dream of building grand cities? So here, have a trailer going over Skylines’ mod support, which’ll let you make things to build.

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Hands On: Cities – Skylines

By Adam Smith on February 17th, 2015.

With release less than a month away, Cities: Skylines [official site] could well be creaking under the weight of expectations. 2013’s SimCity left citybuilding fans hungry. Cities XXL didn’t satisfy the pangs, leaving Skylines in the unenviable position of having a ravenous audience in waiting, the majority of whom have already sent a couple of lackluster meals back to the kitchen.

It could be worse, of course. Everyone could have eaten the first dish that was set in front of them and headed for home. Skylines has a captive audience and at the ParadoxCon last week, I had my first chance to take a close look at what it’ll be serving up for them. I played for over an hour, long enough to purchase two extra plots of land and fill them with great looping roads, beachfront residential properties and a couple of graveyards. The signs are very good indeed.

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Second Of The SimCityNots: Cities Skylines Out March 10th

By Graham Smith on February 11th, 2015.

The first of the SimCityNots turned out to be little more than a slight expansion to an already mediocre game. We now know the second, Cities Skylines [official site], will be released on March 10th, so there’s just a month left till we discover whether it does a better job at bringing scale and interest to urban simulation. Watch the accompanying trailer below.

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Cities: Skylines Is A Game That Exists And That I Want

By Graham Smith on January 14th, 2015.

This is one of those game trailers and developer diaries which doesn’t contain any new information. We already knew that Cities: Skylines was a city builder, that it was coming out in 2015, and that it was aiming to offer sprawling metropolises where the previous SimCity offered only small towns.

But I don’t mind an occasional, ‘Hey, remember that we exist?’ from a game I’m looking forward to, and Skylines qualifies. Look how pretty it is.

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Cities: Skylines – Hope For Heartbroken SimCity Fans?

By Paul Dean on December 17th, 2014.

Last year’s SimCity disappointed me. Beautifully presented, it was nevertheless cramped, buggy, and content to throw thousands of simoleons at me no matter how good or bad I was at my job. It broke my heart a tiny bit. When I heard that Colossal Order were working on Cities: Skylines, I wondered if they might just pick up the pieces. Already experts on making games about transport and infrastructure, their pedigree suggested that Cities: Skylines might just be the civil engineer-cum-defibrillator that I needed to fix everything.

Sitting down to watch Colossal Order CEO Mariina Hallikainen play with a very early build of the game, I found everything remarkably recognisable, perhaps even too familiar. Cities: Skylines looks an awful lot like the the last SimCity and that’s not simply because it demands a floating, eye-of-God perspective and buttons for laying down roads or stretching out industrial estates. Its interface is laid out in a very similar way. Many of the overlays work in a very similar way. I’m immediately reminded of how the Warlock games, also published by Paradox, looked very much like a fantasy mod for Civilization V.

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District Sleeps Tonight: Cities Skylines Policy Video

By Graham Smith on October 28th, 2014.

Making a city management game based on the Bath, where I live, would be very easy. You wouldn’t be able to place any new buildings because planning permissions forbid it; the only thing making the upper classes unhappy would be the arrival of a Primark store in the middle of town; and you could win the lower- and middle-classes to your side by replacing even a single independent coffee shop or expensive cookware store with a shop that sells lightbulbs.

Cities Skylines looks much more complicated, in this video highlighting the implementation of services and district policies. The former looks a lot like SimCity, but the latter looks really interesting.

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In The Zone: Cities Skylines Screens Are Pretty

By Graham Smith on October 7th, 2014.

City builders are great because they’re little ant farms you can tinker with endlessly, and at their best – say, in SimCity 4 – they propel themselves forward infinitely because they can never be perfectly balanced. Devlogs are great meanwhile because they can force us to reconsider design decisions we’d otherwise take for granted, which is what the latest developer diary for Cities: Skylines does while discussing why the game will let players place most buildings via zoning rather than individually.

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A Tale Of Two: Cities – Skylines

By Adam Smith on September 25th, 2014.

The announcement trailer for Cities; Skylines showed the scale of the settlements and proudly proclaimed that the game could be played without an internet connection. The latter statement was the more obvious jab at SimCity but the size of the cities in Colossal Order’s upcoming project is probably more important. Even if I were playing SimCity in a hut at the end of the world, with not a whiff of wifi, I would have found myself clawing at the limits of the simulation sooner rather than later. A new trailer for Skylines shows two sides of citybuilding – one is the perfect endpoint and the other is the likely starting point.

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Simulated Urban Area – Cities: Skylines Announced

By Alice O'Connor on August 15th, 2014.

A city but inside a computer, created from calculations.

The Cities in Motion games provided a very specific challenge: some chuffing great fool has built a city all higgledy-piggledy and now you need to somehow smoosh a functional public transportation network between their many mistakes. Cities are big, sprawling, ancient, and wonderful messes that we must somehow wrangle, we uneasily negotiate with, and we try to make work. Building a city from scratch, getting to plan for efficiency, almost seems like cheating.

That’s what Cities in Motion creator Colossal Order will offer in their next game, Cities: Skylines. It’ll have players build entire urban areas from the ground-up, like some sort of simulated city.

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