Other than aesthetics and minor advantages, this was the first time that city planning had a new dimension that mattered, orientation. As much as city builders are a blank rectangular canvas, Cities: Skylines went a different direction. A physics engine may not be the biggest component to be implemented in a city builder, but it was objectively an innovative choice. We see the consequences of what 22 years can bring us, a physics engine. Mountains, ravines, and valleys can be created, and again in the latter of our two games we see a difference. Rivers, lakes, and oceans can be created and in the later of the two games covered here, flow can be directed. The player first starts a map under what functions as “God Mode.” During this mode, the map can be altered in any way at zero cost. Cities: Skylines released March, 2015 on steam for PC, currently has a 93% approval rating on steam, an 85 Metascore on Metacritic, and prior to its release was rumored to have the possibility of being the “spiritual successor” to SimCity 4, the sequel to SimCity 2000.Įach game follows the same basic flow when played under there “most likely” to be used mode. It received a place in gaming hearts as well as what can be considered the test of time in old gaming recognition by being made available on gog.com (good old games). Simcity 2000 was released in 1993 for the Playstation 1. In generality, these games premise is extremely similar even though there are 22 years, different platforms, and a complete change in gaming scene separating them. Both of these games aim to create a representation of a god-like perspective of being a mayor, if that mayor suddenly ran out of magic power to instantly erect hospitals and eliminate plague every time there was not one thousand dollars sitting around. For those of you unfamiliar with these franchises, these fall under the genre of city builder simulation.
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