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What I have come to learn about my architectural skills as a city
builder is that I always play it safe. I always zone neat, tidy
areas for housing and work, I always put important services such
as schools and hospitals in places where they have the maximum amount
of coverage, and I always lay down roads in a way that congestion
should hopefully be kept to the minimum, it all slots neatly in
to place and it all works as well as I can hope for. But one thing
I've learnt from my experiences from playing Cities XL is that as
a city builder, while I might be practical, I'm also incredibly
bland. I lack an imagination to make my city look less like a giant
game of Tetris, and more like an actual living, evolving city-scape.
The
standard of play here isn't that radically different from Monte
Cristo's other management franchise City Life. You once again have
to take a barren, lifeless plot of land and gradually construct
a thriving metropolis on top of it, starting off by zoning in lower
class housing and industry to set the foundations before attempting
to reel in the more profitable social classes that will allow for
the construction of more lucrative businesses, and gain you masses
of profit with them. Unless you actively seek the ability to build
every single building available through the games Expert Mode, Cities
gradually eases you in by preventing you from building the more
profitable of housing and businesses until a certain population
limit has been reached.
As
things progress and the number of citizens increases, you unlock
the higher tier of workers who can bring in a lot of money, but
also inflict a greater amount of demands forcing you to tackle issues
such as the standard of the environment impact of your city, it's
waste disposal management, the amount of energy you can provide
not to mention having to increase the coverage of your emergency
services and education. All this costs money, so rapid development
means a delicate balancing act of ensuring you have enough profit
coming in while providing and maintaining the demands of your citizens.
It's hardly anything new, and if you are already familiar with City
Life, you'll find the whole experience of Cities XL a comfortably
familiar one.
Even
if this is your first encounter with any type of city builder, the
game is geared towards making the transition for new players as
easy and painless an experience as possible. There are numerous
tutorials that cover every aspect of the game from laying it's foundations
to the trickier duty of keeping everything running. And it's all
rounded off with a clear and informative interface that gives you
the important need-to-know information in as easy to digest manner
as possible, ensuring that the needs and desires of every class
of citizen and business is told you so that any problems can be
dealt with immediately.
Monte
Cristo also take what they've learnt from City Life in creating
a game that looks beautiful from practically any angle you look
at it from. At bird's eye view you can see your city in it's entirety,
as vast networks of zoned residential areas and office buildings,
connected by huge road networks come into focus, zoom in to street
level and you can actually see the streets teeming with life as
busy pavements and roads pack with your citizens going about their
day to day chores, whilst also giving you valuable insight into
how well or badly your transit system is doing.
It
brings your city to life in a way few city building games have done
before, but it lacks in one vital aspect, there's absolutely no
ambient sound whatsoever. Cars and pedestrians may heavily populate
the world, but you'll never actually hear them, not the idle chit
chat of people walking to the local supermarket nor the horns or
sirens of many cars on the busy roads, it makes the street level
view a surprisingly sparse place to visit regardless of how busy
it may be.
The
game itself isn't much of a departure from any other management
game you may have played before, the big difference with this particular
city builder is with it's online mode. Though playable offline (you
will still need an Internet connection to activate and login in
to the game) Cities XL comes into it's own in it's Planet Mode.
This takes you to a virtual world, a huge globe littered with empty
and occupied chunks of land that can be turned into thriving new
cities. Choosing where to begin here isn't simple though, as each
and every lot differs in terrain type and the resources it provides,
ultimately altering just how easy or difficult it is to build and
maintain a city on.
It's
also on the Planet mode you'll notice the numerous other player
made cities already up and running. Represented as green dots, user
created cities already number in their thousands and densely populate
the virtual planet, each as varied in their size and success than
the other, the larger green dots often represent some of the most
profitable, hugely populated cities in the game, they're also a
place you often find yourself wandering towards, bitten by curiosity.
XL's
avatar mode allows you to create your own virtual character who
can be sent to explore and inspect the streets of other players
cities. Actions here are limited to the use of a few emotes, you
are simply a visitor there to spy on how other people play the game,
and often what you see can give you both a mix of inadequacy and
inspiration. It's incredible to see just how some people have crafted
their cities to make the maximum use of the terrain, where streets
and buildings twist and turn with the landscape. Compared with my
own city that was crafted in a block by block fashion, I can't help
but feel that I lack a certain creativity, it can be disheartening
but at the same gives you a wealth of inspiration that forces you
to adapt and experiment with ideas you wouldn't otherwise have considered.
More
importantly however, being able to view how another persons city
works gives you the opportunity to see just how they've managed
to make is a success. Their ability to utilise businesses to their
advantage or seeing just how some players have completely neglected
the need for a population boom and instead lay down dozens of agricultural
districts to manufacture food they then sell to other players. Whilst
my own method of mayoral duty never really extends from the basics
of making a living off taxations, I've already been toying with
some ideas for maximising my annual profit that I likely would never
have thought of using had I not had the opportunity to see how things
can be done differently.
The
additional online aspects of the game aren't just there to give
you something to look at either, interaction with other users is
a huge part of the Planet mode. Trade is an important part of XL,
and like any MMO you can buy and sell resources on a market place
between other players. Organised into Tokens, here you can sell
of any resources you may have found yourself with no use for with
the hope of making a tidy profit and helping out a neighbour who
greatly needs that resource, likewise if your city is struggling
because of a lack of a certain resource, purchasing it from the
market place might be the only way for you to attain it without
the need to spend an excessive amount of money trying to acquire
it yourself. The intent is to get players communicating with one
another, to get them to help each other out, it works on paper.
In
practice however it's another matter. Although XL showcases just
how well a game like this can adapt to the MMO template, it doesn't
quite work as well as you'd hope. For starters content is fairly
light. You're told throughout of how players will be able to work
together to gain and construct Blueprints that will allow the building
of famous landmarks, though these haven't been released yet, neither
have the much touted GEM's, game modules that will add a management
mini game that will allow you to build and maintain things such
as Ski Resorts. Although it's a tantalising prospect, it too has
yet to be released, furthermore, GEM's will cost you real money
on top of the subscription charge you already have to pay in order
to access the Planet Mode.
Given
that it's roughly £7 a month to play online, you'd think that something
such as the GEM's would be released for free, particularly when
content so far is on the sparse side and what services you do get
tend to feel unfinished. About the only real advantage at the moment
beyond snooping in other peoples cities is with the ability to trade
with other players. This shows the potential of making a game like
Cities with the online aspects of an MMO.
The
problem is that trade currently doesn't work as well as it should
do. For starters it's still fairly buggy, with transactions made
needlessly complicated thanks to certain actions either not working
properly or just the design of the whole thing making it difficult
to actually trade with other players in as easy a manner as possible.
It's also saddled with the fact that while busy from it's active
community, practically everyone is selling the same thing making
it hard to work the market place to your advantage and make a profit.
There's potential here certainly, but currently the Planet Mode
just doesn't quite seem to provide the content it needs to in order
to justify it's monthly fee.
The
more experienced of gamers already familiar with the likes of Sim
City and City Life might also find that the pandering to a more
causal audience also makes Cities XL a little too easy. It's hard
to get into any kind of financial difficulty in the game, the only
time I've ever found myself racing to avoid bankruptcy was by my
own rather silly decision to build a huge suburb of executive housing
before I had enough money coming in to build the services they required.
Most of the time I could zone in huge swathes of housing and business
without worrying about loosing any cash. It'll make it easier for
newcomers to the genre to play, but also removes allot of the challenges
people come to these sorts of management games for.
There's
work that clearly needs to be done, and if Monte Cristo pull out
all the stops over the next few weeks Cities XL might approach something
closer to it's true potential than what is currently on offer. As
it stands, in it's current state, there's still not enough that
justifies repeated visits once the free 7 day trail expires. Even
the single player mode feels tacked on rendering what should have
been one of this years must have management games as something you
might want to sit and wait on. It's still a good game though, easy
to fall into and addictive once you've worked out how things work,
but unless this is a genre you are already in love with, then it
might pay to sit an wait until content has padded out a bit more
and Cities XL justifies it's continued annual subscription charge.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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