Nothing but the new reference Genre

Nothing but the new reference Genre

Cities: Skylines (computer game)

Customer Review

To the genre of urban planning simulations it is bad for SimCity 4. Big ambitions ... not much there behind. Cities XL wanted to impress by sheer size, managed rather unconvincing so completely due to lack of attention to detail and setbacks in the simulation. The youngest Cities XXL then sold the same game again.
Then came 2013 SimCity. Big ambitions, fully simulated, agent-based system, real traffic simulation, large, ambitious and detailed cities. What did we get? A half-baked agent system that led to totally nutty traffic, the one due to lack of funds hardly could regulate, to build too little space, with removable buildings need extremely much space. Bugs, problems with the Allways-on and so on.
The concept, which was to basically SimCity was mostly great. The implementation is a disaster.

And in a perspective of the release of Cities Skylines is quite sad. Exactly a week where Maxis, the developer of SimCity, who has virtually created the genre, was closed, a game comes from a man about 9 large development team that every major developer shows how good urban planning simulation appearance has. Yes, Cities Skylines has here and there small flaws, but are limited to a minimum. And thus Cities Skylines is the new benchmark in the genre.

Anticipation Cities Skylines despite the Namensparalelle nothing, absolutely nothing to do with Cities XL or XXL Cities. On the other developers, other publishers, different game.

It must also be said that it is difficult to write something about Cities Skylines without the last SimCity to mention. Too big are the similarities in concept. Too similar is the graphic style.
But this is basically only once not bad, because you can say: Cities Skylines has become what SimCity 2013 should have been.

First of all the technical aspect:
From the graphical style Cities Skylines similar to last very SimCity. Many details, the ability to see each inhabitant and an optional tilt-shift effect to make it look a little toy default.
The individual objects seem to me unlike last SimCity but in somewhat more detail. However, the number of different buildings is small, but not small. But this little thing should very quickly consigned to the past, more on that later.
Optical Cities Skylines is thus really a very nice game. The details are great and overall it seems to me simply polyphonic than any other town planning simulation to date.
The hardware requirements are limited and despite the many details and the city size. that later more, the performance is consistently very good. Technically a great performance, also in terms of the size of the development team.
The sound is also no nakedness. Stylistically in SimCity style, droning polyphonic music in your ears. The sound effects of the vibrant city wearing their remaining at the total of really great atmosphere.

Probably the biggest and most important point is the simulation of the city action. Especially because an agent system is used as in SimCity as a basis, in which each action is triggered by a real simulated inhabitants. The difference from the conventional logic of SimCity 4 is that the visible picture is linked in most areas only indirectly with a logic. Cars that drive, only graphics and no residents, actively influence the city life. SimCity had shown how not to do it. Cities Skylines offers a small smear in the simulation, which otherwise functions perfectly and understandable. The traffic is traceable at any time. Each resident has a permanent home, a stable job and even passes through a fixed life cycle, from birth to death.
To bring even more simulation in the events, water and wind is simulated. While the wind is only rudimentary influences, water is strong and drastically affected. Water pumps can pump water empty. Dams allow the water to rise, guide it to perhaps, or put the other side dry. Under certain circumstances, as well as some things can be flooded.
One aspect is not simulated: The day-night cycle. Although every citizen has an 8 hour work day, the whole is not tied to the day or night. Traffic flow facilitates course something. He remains in what is simulated, correct and understandable rush hour traffic in the evening does not exist as simple, however.
Here one has to emphasize, however: That's the only aspects in the simulation, which is not simulated. Everything else is correct and understandable. Strong performance, especially for such a small development team!

Since the developers have previously developed the Traffic Manager Cities in Motion, the optimization is of course an important issue. No, we have no traffic manager here. Cities Skylines is a full Stadtbau simulation. The aspect of traffic management is highly integrated, but also makes sense, after all heard something in the real city planning.
It is nice here is that the traffic is of course properly simulate. Residents also go not necessarily the shortest route, but also to take detours, which, though longer, but bring them more quickly to the goal.
Even the players are given a lot of tools, by which traffic can be manipulated. One-way streets, manually Building bridges, highways, roundabout. Everything contributes to the fact that one can influence understandable and logical all the traffic also. And it's a great feeling when a plan works and a job is eliminated with a high risk of congestion.

In summary: We have here an almost perfect, traceable simulation, which also may be affected traceable at any time! Sau strong!

The next important aspect is, to build the tools and freedoms. SimCity 2013 had set much scope here. It has limited very clearly where I can build. It has defined clearly what the limits are for road construction. Cities Skylines has since, as already written in the road, a lot more freedoms. The size is also hardly limited. You start at the beginning with an area that is a bit larger than the construction area of ​​SimCity city. Gradually, you can expand the area to further areas. 25 there in number, 9 pieces you can unlock innately. The results compared cities, which can be as large 10x, as the cities in SimCity. The area is bordered by house, as the developer are responsible for ensuring that the game with the given hardware requirements get along with such major cities. Cities thus achieve almost the size of Cities XL / XXL. Modder (more on that) but have circumvented the limitation. Pro card there are a total of 25 areas, which can be fully unlocked by a Mod. When completely full builds these areas, you have probably with the largest cities that exist in the genre.
The tools are simple and easy, but powerful. Roads can be intuitively in any form designing, construction areas are determined by selecting four corner or brushes. Here, the game creates a balance between power, freedom and easier usability. Toll!

The info window are also required simply to provide all information at a glance. However, I occasionally had the feeling that not all of the items to be communicated to the player. In a district often stood empty a lot of houses that I had to demolish in turn repeatedly. Why that happened, I am not entirely clear. The statistics were fine, but some residents to leave the city and the houses were empty.

One should not think now that the game is "only" a SimCity 2013, as everyone wanted. Developers have their own gimmicks here and there next to the great transport system. Among them, for example, the district system. Per simple tool I can set boundaries and deal with these specifically in certain areas. I can set individual taxes, I can change behavior and everything has good and bad effects on the inhabitants of the district and the player.

For Difficulty: In general, the game is not the most difficult thing when one deals carefully and cautiously. Disasters there can not be managed. This is a pleasant construction and flow of the game is reached. If one is the game too easy, but you can activate an optional hard mode, where it really goes to the right conditions in terms of budget. Since the game is quite challenging.
And if you just want to build independent of all simple, so you can directly unlock all the buildings (the game has otherwise a progression system), and / or activate an infinite money.

The game requires a connection to Steam, but elegantly integrates the Steam Workshop. So simply can Mods, savegames and construction elements to be replaced. The integrated map editor, new areas can be generated. Existing models can be adapted via the Asset Editor, or indeed sensible parks, parking lots, etc. be built. Who has skills in 3D modeling, can also develop their own models and bring them into play - and of course put on Steam all available. This gives players more freedom in the construction of their cities. Toll!

Now after the release can also count on other support. The implementation of tunnels already been announced for a patch. Day-night cycle is well discussed currently.

Conclusion:
Take the concept of SimCity 2013, it sat up and down to reasonable and expand it. Finished is Cities Skylines. It is the urban planning simulation, waiting for the player for about 10 years and that with such a small developer.
Cities Skylines shows how to develop with passion for players a game, regardless of the size of the team.
Very strong performance, dear developers, very, very strong performance!

Super Buy 2 Rank: 5/5
June 25
Good housing 3 Rank: 4/5
November 30
Received packages Rank: 3/5
March 30
Very nice but not consistent Rank: 3/5
October 28
Low-end product - avoid Rank: 1/5
January 17
Economic 27 Rank: 5/5
September 17

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