|
City Life is like Sim
City 4 with the cartoon elements stripped out and more playability
and depth put back in its place. You take on a role similar to Sim
City, managing all aspects with the task of building a supreme city
that can not only survive, but run a profit.
To
start this off, we really need to look at the short comings of the
Sim City games, of which I am personally a big fan, hence getting
my hands on this. First of all there isn't too much of a challenge
to them; it's basically build housing, create jobs and supply electricity,
with a few prayers that the roads don't get too clogged up, yet
there are some strange things like having to manage the water services
that just become distracting and there is way too much micromanagement,
such as being able to run smoke alarm programs or legalise gambling.
In
Sim City 4 there was also a kind of strange showing off with the
graphics, which I didn't quite get, but that could be because there
wasn't a great deal of change since Sim City 2000 and it focused
more on terrain development, which itself ended up not making too
much difference in the long run. City Life, while admittedly having
good graphics, with reflection mapping, dynamic shadowing, etc.,
doesn't seem too concerned with how it looks - it's all about the
gameplay, which when you're going to spend long durations playing
it, has got to be a good thing.
Where
City Life builds on the flaws of Sim City is firstly that you have
to manage six subcultures, all unique in their tastes, needs and
jobs. The social classes also only like people like themselves and
if there're polar opposites living near each other, you can expect
anything from conflicts and riots to widespread fires engulfing
your city caused by arson; and trust me, when half your city gets
set on fire because you forgot to build a fire station, it becomes
quite an interesting game. If everyone is catered for equally then
things like these are unlikely to occur, but if the Have-Nots aren't
being catered for and the Elites are getting everything, you can
be sure to expect a city on fire!
There
are ways around this, such as trying to have a one sided city, but
if you want any of the upper classes that bring in money then you're
going to need the lower classes that provide the services for them.
Not only do you need them for the services, but you can't create
jobs for the upper classes without progressing down either the Blue
Collars job tree or the Fringe. Now, this sounds relatively simple
but it isn't, as the Blue Collars job tree is highly polluting and
can't be built anywhere near the houses, while the Fringe on the
other hand doesn't pollute at all but they also bring in less taxes.
The problem with getting less taxes in a socially unbalanced city
is that the Fringe are horrific at providing power, as they only
have wind turbines and they don't work as the police, health workers
or firemen, which means all these services will be a major drain
on resources without Blue Collars. Welcome to the wonderful world
of social management.
A
step above the Fringe is the Radical Chic; they are the polar opposite
to the Blue Collars, yet the Blue Collars provide just about all
the services the Radical Chic most want. This is the same with the
Suits, who are the next step up from the Blue Collars and are in
most demand of Fringe services, even though they're likely to kill
each other if they live near one another. To tackle this you have
two options; the first and usually easiest is segregation, where
you build two mini-cities only connected by roads and mutual services
like power in the middle. The second is by providing everything
that everyone wants - and this one is likely to run you into the
red, but it does make reaching the target goals easier.
One
of the greatest things and worst things about Sim City is that it
is totally open ended; you create the gameplay by playing how you
want to play. However, this is also a problem, in that there isn't
always a motivating factor to keep on playing. The way City Life
tackles this is by having three target goals in the form of city
keys; Bronze, Silver and Gold. Each of these has an income and population
requirement, which provides significant motivation to keep on building
your city - and by the time you have completed these goals you have
built a city within which all six subcultures reside, and one that
provides all the challenges you need to keep on playing. Hitting
these goals is also rewarded with opening new maps to play on, which
provide more challenging landscapes, such as an arid environment
more prone to fires starting, or landscape difficulties.
This
is one of the things some people will like and some people will
dislike; there are no terrain editing tools in the game. You get
the map and you play on it; if there so happens to be a mountain
where you want to build, well, that's just tough luck, ain't it?
At first I found it quite difficult, when you're dragging out a
building zone you tend to miss the terrain it's actually going on,
but after a while you get used to it. After playing the game for
a couple of days, it soon becomes a good quality, as you spend less
time managing the landscape and more time managing your city, which
as a city simulation is actually the point of the game. There is
an editor that comes with the game, but it's only recommended to
the more advanced users, as you can generally kill the game, because
the editor seems aimed at modders. Every parameter is open to being
tinkered with, which means you can create custom buildings and any
landscape you want. To me this is a better way to go about the landscaping,
as it's only there for the people who really want to do it and it
won't get in the way of actually building a city.
I
mentioned earlier that there are different maps to choose from,
a total of twenty-two spread over five different environments, each
with their own challenges. The temperate regions are the easiest
to build cities in, as they have large, flat spaces and also the
simplest goals to accomplish. The other regions are tropical, sunny,
canyon and mountainous, all of which have their unique goals; for
example, the sunny landscapes are more likely to require you to
have large populations of the upper classes, whereas the tropical
is likely to require a large income from the tourism industry. If
these goals aren't your thing then there's also the Free mode, which
just lets you play in the environments and do whatever you like,
Sim City style.
For
the newcomers to this type of game, it's always best to check out
the tutorials; there aren't any slow missions to play with lengthy
tasks - just mini-clips on a tutorials page. I'd even recommend
seasoned city Sim City builders check out the cultural pages, as
they explain everything about neighbourhoods and the path colours,
which indicate the dominant subculture in the area.
The
graphics are surprisingly good for a city building. The camera can
go from satellite view to street level, all the time keeping perfect
frame rates and continuing to look great, whatever the scale. I
recommend inspecting the water for its reflection mapping, as it's
very beautiful on all levels; there's even reflection mapping on
the building windows. For the first time ever in a city building
game, the trees actually look like trees and are dynamically generated,
not just 2D sprites in a 3D environment.
The
music is what you would expect in a city builder, it isn't going
to win any awards and it is purposely designed to be listened to
for countless hours on end. I spent a ten hour stint in the game
and in the first thirty minutes you notice the music, but after
that it just melts away into the back of your mind. This is perfect,
because there aren't any tense or dramatic scenes and using music
to create this would be a total faux pas; it'd be like going fancy
dress to a funeral! The sound is similar to the music, in that it
seems purposely designed to be forgotten about and couldn't possibly
annoy you. They're just the sounds of the game and it's accepted
at that, the worst thing that could be done with a game like this
is try to make the sounds noticeable, because it only takes one
annoying sound and no one is going to be playing the game for more
than thirty minutes. For another weird and wonderful example, imagine
playing the game and every five minute Barney the dinosaur pops
up - forgetting my Barney-reflex, which takes about .2 of a second
before I'm trying to kill him, after an hour of playing you're going
to be on the phone to the Russian Mafia to get a briefcase nuke
so you can annihilate your computer. I know there wasn't much need
for that example, but hey, any excuse to nuke Barney!
City
Life tackles the inherent flaws of the city builder genre by introducing
subcultures and including target goals, both of which increase the
playability and replay value of the game no end. As such, it not
only makes for a perfect introduction to the genre for those curious
few yet to sample a taste of Sim City, as well as providing some
more meatier challenges for the experienced simmer. Combine this
with the incredibly detailed, smooth and well-conceived graphics
and the discrete sound and music, and you have a game that's pretty
much a must have. There's even no need to fear that City Life may
actually educate you, because you'll be having too much fun to realise!
Have fun and, erm, don't destroy the neighbourhood!
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
|