Playing a digital mayor may be a lot more fulfilling than doing it in the real world. Cities XL 2012 simplifies the messy rigmarole that comes with running a municipality; you get rid of things like labor problems, uptight councillors, and calls from angry residents about raccoons getting into garbage cans in favor of focusing on urban planning. Developer Focus Home Interactive does an impressive job on this big picture, too, thanks to some broad variety of map terrain plus a straightforward interface that make it easy to construct the metropolis of your dreams. But there is 1 big problem: You’ve observed it all before. This game is a total rehash of Cities XL 2011, with only some new buildings and maps added to the element set. While the publisher is making no secret that this is more of an expansion than a full-blown sequel and is offering an upgrade to owners of last year’s game for $15, there still isn’t enough fresh content to warrant a purchase.
If you’re acquainted with Cities XL 2011, then surprise, you’re already acquainted with Cities XL 2012. This is pretty much exactly the same game, albeit with around 300 new buildings (a mostly cosmetic change that gives neighborhoods a revamped look with things like deluxe waterfront homes) and 15 new maps on which to ply your city-building talents. The center of the game still beats exactly as it did last year. You perform digital mayor of a budding burg on maps that represent terrain of all types found in every corner of the globe. Just about everything you could imagine is represented here, from fertile valleys and deserts to rocky wastelands and island paradises. Each comes with fairly distinct challenges that mostly involve easy methods to preferred manipulate the terrain and easy methods to deal with source shortages in crucial areas like water and oil. As with the earlier game titles in the series, there is no campaign here. Instead, you freely go from 1 map to the following and develop cities that coexist as section of a shared worldwide economy. So even though you’re not following any sort of storyline, you are building cities that can operate together.
Mechanics stick to the modern city-building theme laid out in SimCity four back in 2003. You have godlike control over every aspect of urban planning, which allows you the freedom to lay down residential, commercial, and industrial zones in which homes, offices, factories, stores, and the like automatically pop up as soon as the dust clears. While you do construct some particular buildings, like schools, police stations, and high-rise hotels, most of the time, you’re drawing huge runs of city blocks that soon become home to apartment buildings and Dunder Mifflin-styled office complexes. So, construct it plus they will come. there are numerous complications that mostly have to do with the need to construct different housing for unskilled, skilled, executive, and elite working classes, as well as balance standard residential houses with denser developments, such as townhouses, apartments, and condos, as your city grows. Regardless, you couldn’t ask for more of a no-nonsense economic system.
Cartoonish artwork with laid-back sound effects and music include to the easygoing atmosphere. Neighborhoods are attractive, but they’re so neat and clean which they come off as unrealistic. Lawns are all perfectly manicured, and there isn’t a scrap of litter to be found anywhere, let alone something actually scarring to the urban landscape, like graffiti. If you zoom down to street level, you can spot your bulbous citizens doing things like dancing on park benches and even possibly playing hacky sack. audio tracks effects include a basic variety of urban noises along with building-specific sounds like what has to be the world’s oldest dot-matrix printer churning aside anytime you click on an office building. Soundtrack tunes are an impressively diverse series of cool jazz tracks that give the game a lot of personality. This isn’t quite elevator music, although a few of the songs make Steely Dan sound such as the Sex Pistols.
As easy as the economic system right here is, you still face some challenges when managing your city. Your citizens want good return on their tax bucks and have the audacity to need amenities. These include jobs, reasonable health care, and safe neighborhoods covered by police stations and fire departments, as well as recreational opportunities like bowling alleys and swimming pools. You have to keep the people pleased or they will move away, leaving businesses without employees and you with dropping tax revenue. Everything is quite well balanced, though. Serious pitfalls are few and far between so that you are free to construct some spectacular municipalities after a short time with the game. Unlike many other city-builder games, there are no big gotcha moments, in which the game design breaks down over buildings that don’t work, neighborhoods that residents can never seem to escape to find a job even though there are a dozen factories just a few blocks away, and so forth.
Playing a digital mayor may be a lot more fulfilling than doing it in the real world. Cities XL 2012 simplifies the messy rigmarole that comes with running a municipality; you get rid of things like labor problems, uptight councillors, and calls from angry residents about raccoons getting into garbage cans in favor of focusing on urban planning. Developer Focus Home Interactive does an impressive job on this big picture, too, thanks to some broad variety of map terrain plus a straightforward interface that make it easy to construct the metropolis of your dreams. But there is 1 big problem: You’ve observed it all before. This game is a total rehash of Cities XL 2011, with only some new buildings and maps added to the element set. While the publisher is making no secret that this is more of an expansion than a full-blown sequel and is offering an upgrade to owners of last year’s game for $15, there still isn’t enough fresh content to warrant a purchase.
If you’re acquainted with Cities XL 2011, then surprise, you’re already acquainted with Cities XL 2012. This is pretty much exactly the same game, albeit with around 300 new buildings (a mostly cosmetic change that gives neighborhoods a revamped look with things like deluxe waterfront homes) and 15 new maps on which to ply your city-building talents. The center of the game still beats exactly as it did last year. You perform digital mayor of a budding burg on maps that represent terrain of all types found in every corner of the globe. Just about everything you could imagine is represented here, from fertile valleys and deserts to rocky wastelands and island paradises. Each comes with fairly distinct challenges that mostly involve easy methods to preferred manipulate the terrain and easy methods to deal with source shortages in crucial areas like water and oil. As with the earlier game titles in the series, there is no campaign here. Instead, you freely go from 1 map to the following and develop cities that coexist as section of a shared worldwide economy. So even though you’re not following any sort of storyline, you are building cities that can operate together.
Mechanics stick to the modern city-building theme laid out in SimCity four back in 2003. You have godlike control over every aspect of urban planning, which allows you the freedom to lay down residential, commercial, and industrial zones in which homes, offices, factories, stores, and the like automatically pop up as soon as the dust clears. While you do construct some particular buildings, like schools, police stations, and high-rise hotels, most of the time, you’re drawing huge runs of city blocks that soon become home to apartment buildings and Dunder Mifflin-styled office complexes. So, construct it plus they will come. there are numerous complications that mostly have to do with the need to construct different housing for unskilled, skilled, executive, and elite working classes, as well as balance standard residential houses with denser developments, such as townhouses, apartments, and condos, as your city grows. Regardless, you couldn’t ask for more of a no-nonsense economic system.
Cartoonish artwork with laid-back sound effects and music include to the easygoing atmosphere. Neighborhoods are attractive, but they’re so neat and clean which they come off as unrealistic. Lawns are all perfectly manicured, and there isn’t a scrap of litter to be found anywhere, let alone something actually scarring to the urban landscape, like graffiti. If you zoom down to street level, you can spot your bulbous citizens doing things like dancing on park benches and even possibly playing hacky sack. audio tracks effects include a basic variety of urban noises along with building-specific sounds like what has to be the world’s oldest dot-matrix printer churning aside anytime you click on an office building. Soundtrack tunes are an impressively diverse series of cool jazz tracks that give the game a lot of personality. This isn’t quite elevator music, although a few of the songs make Steely Dan sound such as the Sex Pistols.
As easy as the economic system right here is, you still face some challenges when managing your city. Your citizens want good return on their tax bucks and have the audacity to need amenities. These include jobs, reasonable health care, and safe neighborhoods covered by police stations and fire departments, as well as recreational opportunities like bowling alleys and swimming pools. You have to keep the people pleased or they will move away, leaving businesses without employees and you with dropping tax revenue. Everything is quite well balanced, though. Serious pitfalls are few and far between so that you are free to construct some spectacular municipalities after a short time with the game. Unlike many other city-builder games, there are no big gotcha moments, in which the game design breaks down over buildings that don’t work, neighborhoods that residents can never seem to escape to find a job even though there are a dozen factories just a few blocks away, and so forth.