Posts Tagged ‘Cities: Skylines’

Citybuilder++ – Our Fave Cities Skylines Mods

By Alec Meer on March 25th, 2015.

Mirror's Edge mod = best mod

It’s crazy how big publishers seem so fearful of mods, given how they’ve a proven track record for keeping a game popular. Skyrim still generates regular news stories due to its thriving mod community, and I’m pretty sure Paradox’s rapturously-received townbuilder Cities: Skylines is going to do similar. To take a look at its Steam Workshop library of community creations is to disappear down a rabbit hole of tinkering, as hundreds of players seek to finetune the cities of their dreams. Compare this to be walled garden of SimCity and it’s clear to see why citybuilder fans have taken Skylines to heart.

Any claim to have made a definitive Best Of compilation is an insane one, given the speed at which new creations arrive, and due to the high subjectivity involved. An authetically-shaped Australian football pitch is probably a Godsend to someone, for instance, whereas something that automatically bulldozes abandoned or burned-out buildings was what made me rub my lazy hands with glee. But, for now, here are just a few selected highlights to be getting on with. Please do suggest more below.
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Get Up Close And Personal With Cities: Skylines Mod

By Shaun Green on March 22nd, 2015.

Cities: Skylines first person mod screenshot

A bird’s eye view of a city is ideal for budding urban planners, but deep down I suspect many of us want to explore our creations first-hand. Thanks to one of the many Cities: Skylines [official site] modders, you can do just that with the first-person camera mod.

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Mega-City One: Skylines Breaks Paradox Sale Records

By Adam Smith on March 13th, 2015.

Cities: Skylines [official site] has sold 250,000 copies in the 24 hours since launch, including preorders as day one sales. That’s more than any other Paradox game in the same period – Europa Universalis IV surpassed 300,000 sales around six months after release – and around a quarter of SimCity 2013’s first fortnight of sales.

Paradox are understandably pleased by the reception but they’re already looking to the future of the game. When I played it before release, Colossal Order CEO Mariina Hallikainen told me that the team already had free content lined up – features that weren’t quite ready for release, including tunnels. Support should continue for years though, as with Paradox’s grand strategy mainstays, and will come in the form of paid expansions and free patch updates.

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Wot I Think: Cities: Skylines

By Alec Meer on March 10th, 2015.

Cities: Skylines [official site] feels like the response to a question. That question is “what, exactly, do people want?” By contrast, 2013’s SimCity felt like the response to an order: “make them do this.” I don’t wish to get caught up in criticising the controversial EA city-builder, especially in light of the all-but-closure of its longstanding developer Maxis this week, but the ethos of these two games is so very different, even though they’re both in theory offering the same scenario: design a city from the ground up, keep it running, make it richer, make it grander.
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Cities: Skylines Final Dev Diary Details Features

By Ben Barrett on March 7th, 2015.

PHWOAR, BUILDINGS

Buildings, yeah? Like large, emotionally neutral tanks. Cities: Skylines [official site] is the hot kid on the block currently, with release just a few days away on March 10th. Thus devs Colossal Order/publishers Paradox have released the final dev diary, showing off some of the more original systems the game has. It also features the most adorable bit of music I’ve ever heard. You have been warned.

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A Commentary On My First Game Commentary

By Alec Meer on March 4th, 2015.

Yes, I realise you nosey parkers are going to inspect all the objects on my shelf

Yesterday I did my first-ever game stream (well, I did try with Thief a couple of years back, but I basically didn’t commentate), with Cities: Skylines. How did it go? Well, let me tell you about it via the medium of talking nervously to a webcam, as well as giving you another chance to watch my fumbled attempts to get to grips with Paradox’s anticipated city-builder.
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Watch Us Play Cities Skylines Live

By Alec Meer on March 3rd, 2015.

OH GOD. Why am I doing this? Well, partly because it’s high time I learned how, and partly because we’re allowed to stream Cities Skylines before we’re allowed to write reviews. Thus, in a few minutes I shall leave my comfort zone to bring you live footage of me playing (trying to play) Paradox’s new city-builder. It’s due to go live at 3.45pm UK time, but you’ll be able to watch the whole thing retroactively later if you prefer.
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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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