Posts Tagged ‘Cities: Skylines’

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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