World Games Online: Pebrero 2013

Martes, Pebrero 12, 2013

Skulls of the Shogun



Skulls of the Shogun

You expect turn-based games to be tactical, but don't you hope they'll be tactile as well? I find it hard to play Advance Wars without pleasant day-dreamy thoughts of putting those chunky little tanks, soldiers and snub-nosed bombers away in a battered wooden chest afterwards, where their bright paint and die-cast bodies would be safe from the iniquities lavished by pets. Equally, I absolutely know that, as an eight-year-old, I would have stored my XCOM troops in a cereal box base with a door and a handful of windows punched in the front.
I can't imagine a safe place to keep Oni from Skulls of the Shogun, however. Like the rest of cast, I suspect he'd be made from sheets of thick, deckle-edged card and stamped with grainy ink in a handful of simple colours. He's too combustibly violent to be contained by mere paper or wood, though, too wilful to lurk inside Tupperware without gnawing a hole through the plastic. Whether you're playing Skulls on the telly or the touchscreen of a Windows Phone, you'll be glad there's an impenetrable barrier between the two of you. Oni's fun, but he's frequently a terrifying kind of fun.
Oni's a special unit that tends to dominate any maps he's placed on. You'll need to level up a salamander monk in order to access him, and then you can cast him onto an enemy player and wait for him to spawn. Once he appears on the scene, he takes the form of a big fat devil with furious eyes and neat little horns. He gets his own turn in between turns for your units and rivals', and he'll attack your foes for pretty significant damage. So far so good, but that's only the half of it. Oni's just as happy to lay into the team that created him: once he's out on the field he's a mad creature of AI-managed id, raging and lashing out and generally causing havoc.
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Cross-saving is supported across all platforms, but you'll have to buy the game afresh on each device.
Havoc is never far away here. 17-Bit's tactical battler is clearly inspired by classics like Advance Wars and Fire Emblem, but it's made careful tweaks throughout its structure to keep games fast, focused and enviably violent. It feels like its own beast. Unit counts are low (you get three basic types of troops, three additional monks and a general); strengths and weaknesses are well-signposted and easy to remember (cavalry has a decent reach to make up for its weak offence, while fox monks can heal but will only deal damage when countering); resources (in this case it's rice - the paddies must be haunted by a unit before the harvests can be spent on new recruits) are finite, meaning that games can't get caught in near-infinite loops where two balanced sides keep spawning until the battle's devolved into mindlessness.
Most importantly, though, each side can only take five moves per turn, regardless of how many units they have in play. All of this forces you to prioritise, to focus on exactly what you hope to achieve in each round. It encourages you to explore different rhythms of aggression as you map new ideas onto the terrain. When I try and picture the decision tree for Skulls, I see a perfect little bonsai as opposed to the sprawling thickets of other more rangy - and confusing - tactical games. I see vivid creativity born of elegance, confidence, restraint.
Alongside the Phantom Brave-style movement rings that replace tiles - making the available actions of any unit easy to comprehend while adding extra nuance to their placement - this solid foundation allows for a compact battler in which nuttier ideas like Oni can really shine. When the basic environment's so simple to read, why not chuck in a risk/reward unit who can't be controlled by either side? Why not allow for knockbacks that see even fully-powered characters dying in one hit? Why not create a levelling system that unlocks an extra action per turn for each unit if they eat three skulls left by defeated enemies?
These ideas work so well because they're deeply enmeshed with the game's clockwork. Knockbacks can be countered by spirit walling, for example, where you place your own units together so that they remain locked on the spot. Levelling's balanced out by the fact that you'll often have to choose whether to eat a skull or perform another action - attacking or capturing resources, say. You generally can't do everything in a single turn, and on tight maps, the wrong decision will be costly.
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Movement and attack ranges are displayed via a series of rings, which even capture info such as how likely you are to miss. Enemy animations, meanwhile, convey whether a counter is going to happen.   
And so systems beget more systems. Skulls, which ostensibly mark the sites of former battles, start to dictate where future battles are likely to be fought, as players move in on these powerful resources. Paddies and shrines (some allow you to spawn basic units if you have enough rice, others summon monks or deal regular damage to enemies) become pinch-points too, layered on top of the already tricksy geometries of maps that include bamboo to hide within, ice to slide around on and thorns to get knocked into.
Each turn in Skulls is ripe with possibilities for strategies. Since you can still shift positioning after an attack, providing you have enough movement left in the tank and have survived any counters, you can often race in, smack someone around and then race out again, hopefully even ending up on a haunted paddy that will provide a little healing. Each turn in skulls is also ripe with possibilities for disaster. If matching the right units sees you avoiding counter-attacks entirely, getting it wrong can leave you underpowered and vulnerable. This is the sort of tactical game where you genuinely can play a single mission on the same small map again and again, getting different outcomes each time depending on your approach. In other words, it's the best sort of tactical game.
Special units, meanwhile, see the campaign varying its pace over what amounts to five or six hours of single-player battling. Monks, once summoned from far-flung shrines, come in three basic flavours, allowing you to heal, shoot fire or gust friends and enemies around for fun and profit. Feed them skulls and they'll gain additional powers, including the unleashing of our good friend Oni, but also the ability to revive downed units, steal resources and control lighting. Generals, finally, are super-powerful hero units who must nonetheless be protected at all costs, since their death means the end of the match. They start off with an extra attack per turn, however, and they often begin a match snoozing, earning an additional chunk of health for every move in which you choose not to wake them.
Monks and generals mean that success with even the simplest maps can hinge on a couple of basic, fundamental decisions, while the best levels employ a handful of extra tricks, such as one mission that sends you scampering up a staircase past various caves that intermittently spawn Onis, or another that takes place on a mountainside beset with regular avalanches. These are moments you'll really remember. Even when there's no show-stopping strategic gimmick to enjoy, there's the thick-lined '60s anime art, which manages to feel delicate one minute and elastically muscular the next, and a script that turns each enemy you face into a comic foil as a betrayed general rights wrongs in the land of the dead. Skulls is the product of a small team who clearly care very deeply about getting the details right: it's both homemade and precision-crafted. It's a mini masterpiece.
It's not all that mini, actually, when you throw in the multiplayer. Alongside deathmatch and team deathmatch - available locally (or online if you're on 360) - you've got an excellent asynchronous battling option that works across the Windows 8, Surface, and Windows Phone versions as well as the 360. Human opponents are a great fit for this arcadey spin on strategy, and they'll also remind you of how good Skulls' AI is: it feels like you're facing meatspace opponents even in the solo campaign. The whole thing also scales brilliantly for four-player combat, while the addition of bots, pass-the-pad and the ability to forge and break alliances is indicative of Skulls' thoughtful finish.
If the appeal of 17-Bit's debut initially comes down to the fact that it's been so openly influenced by the likes of Advance Wars and Phantom Brave, a true mark of this adventure's ultimate achievement is that you won't really think much about other titles when you play it. Fast, compact and yet consistently thoughtful, there's nothing else quite like Skulls of the Shogun - and, for me, it earns its place amongst the genre's greats. It takes a game with a strong identity to learn from the best and still retain such a bold character; it takes a game with a truly tidy mind to unleash such fearsome torrents of chaos.


Strike Suit Zero


Strike Suit Zero



I know it's unwise, but this review is being written at a high pitch of fury. If I could erase Strike Suit Zero from existence I would, but as it is I'll settle for removing it from my hard drive and raising a glass as its bytes blink into oblivion. I rarely properly hate games, and have never detested something quite as obviously accomplished as Strike Suit Zero before. Don't let the prettiness fool you; buy this and you might as well peel off your skin and jump in a vinegar bath.
Agony awaits, to the extent that your expression is reduced to a series of inchoate groans and outright screams of rage. This game is so frustrating at times that I was writing totally useless notes like "ARGH I HATE IT". All of its problems come down to design flaws that could probably be easily corrected in a patch, but here they are nevertheless: terrible checkpointing, frequent crashing, a seriously flawed implementation of the central 'transforming' mechanic and escort missions that have given a new name to pain.
Strike Suit Zero's opening sets up the Strike Suit, which transforms your fighter craft into a Gundam-flavoured space robot. The levels before this point are actually quite pleasant, relatively undemanding interstellar cruises, and give you time to admire things like the beautiful user interface. The targeting system is especially neat and comes complete with a tracking guide over quarry that helps with leading your fire.
In fact, if Strike Suit Zero had just forgotten about the robot suit altogether it would have been a much better game, because its best moments are undoubtedly to be found in the dogfighting. The controls allow the ships a wide range and speed of movement, matched to simple weapon-switching and defensive options. Turning an evasive 180 while silhouetted by a burning planet and blowing away your pursuer is what these games are all about, and sometimes Strike Suit Zero delivers that.
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'The Gauntlet', a later level, sets up hundreds of enemy ships to fight against, which could have been great but turns into a lousy war of attrition where your wingmen are useless.
You acquire the Strike Suit at the end of the third mission, and the first task is an escort mission. Remember Natalya? Perhaps the most infamous 'partner' of all time, she specialised in ruining GoldenEye levels for you by getting killed. Now imagine escorting a frigate approximately a million times bigger, immobile, and wearing a giant target reading "SHOOT ME". This is the Arcadia, the most loathsome lump in the known universe. Hell, this thing is worse than Natalya; I failed this first suit mission about 20 times in a row and had to take several breaks to calm myself down. If I have a heart attack in the next few days, put "The Arcadia was Destroyed" on my tombstone.
Look, I like a hard game as much as the next man, but Strike Suit Zero is not frustrating because it's difficult. Its key mechanic is poorly designed from top to bottom. The concept is that players should use the suit to deal mega damage or destroy multiple smaller targets at once; you switch out from ship mode, which can only fire one missile at a time, into the suit mode, which can fire lots and lots and also has a huge cannon. Suit mode also changes how you move, replacing forward momentum with what is basically strafing. The idea is clearly to create something akin to Bangai-O in 3D, with a quick switch into the suit mode followed by a simultaneous launch of multiple missiles, and then a speedy escape in ship mode.
This never happens. A pronounced difference in aiming sensitivity between ship and suit mode can be fixed in the options menu, but even after this the transition is always ham-fisted, not least because it forces players using the first-person perspective to quickly adjust to third-person and back again. The game also positively chugs during certain suit changes; I suspected high visual settings might have been to blame for this, but even after changing to the lowest available, Strike Suit Zero gets choppy when things get hot.
Instead of the Strike Suit being an empowering tool it's a weak link, something that feels vulnerable and clunky and not even that powerful.



There's no denying that some of Strike Suit Zero's environmental art is gorgeous, but if this floats your boat there's no shortage of space porn on PC.


Much worse than dropped frames are the missiles, which should be your pride and joy but instead are incredibly finicky to target accurately - and take absolutely ages to hit anything. This is a huge deal because very often Strike Suit Zero will face you with a challenge that, were the Strike Suit any good, would be achievable, like shooting 10 of torpedoes out of the sky. If I try to do this I often end up firing 40 missiles at the first torpedo and then a few apologetic stragglers at the others. Because the aiming is so problematic and the impact takes so long to happen, you very often end up just trying to fudge through with the basic ship. At least it can kill small, weak things relatively quickly.
But dodgy targeting is the least of the Strike Suit's problems. Far worse is the fact that transforming turns you into a sitting duck, a still point amidst a chaotic battlefield, and nearly always results in being targeted and losing health immediately. What this means is that instead of the Strike Suit being an empowering tool it's a weak link, something that feels vulnerable and clunky and not even that powerful - and yet you're condemned to use it. Don't even get me started on the pathetic range of its machine gun.
The AI, both enemy and ally, is rudimentary, the former unchallenging and the latter useless. The objectives spike from incredibly easy to incredibly hard. You'll sometimes get a 'game over' for chasing an enemy a bit too far out of bounds, even though they're much further. And the worst thing is that all too often success or failure doesn't really rest on you - it rests on whether a hulking piece of crap can survive long enough while you do other things.
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The Strike Suit really should be awesome. Instead it's hugely frustrating, makes you get hit an awful lot, and just made me want to play a proper game.
Perhaps Strike Suit Zero wouldn't be so frustrating if it didn't do this over and over again. When you're not escorting ships, you're attacking ships, and this seesaw quickly becomes a deadening repetition, made even worse by a checkpointing system that often puts you way further back than it should - sometimes it'll take 15 minutes merely to reach the battle you died in. Which means you have to listen to the phoned-in voice-acting again, go through often frustrating sections again - and just when you think you can't take any more, the whole sodding thing crashes and you have to re-start the mission from the very beginning.
I'd love to talk about how good-looking Strike Suit Zero is, how it manages to make each level feel like a different part of space. I'd love to talk about how cool the ship designs are, and even how exciting its battlefields can look when you're approaching them. I would love to sit here and write about space dogfighting and the comeback of games like Wing Commander and X-Wing.
But this isn't it, not by a thousand long shots. There's a part of me that wants to play it safe and give this an average mark, because clearly the components of Strike Suit Zero are well-polished and the team behind it talented in certain areas. Some simple patches could improve much of Strike Suit Zero, and perhaps they will. But the honest truth is I had an absolutely miserable time playing this. You can have the best ingredients in the world, but if the chef's crap it doesn't matter. I wouldn't give Strike Suit Zero to my dog - and he can't even play video games.

Top 10 Most Anticipated PC Games of 2013

Top 10 Most Anticipated PC Games of 2013

2013 is a strange year because, at least for now, there aren't a huge number of games scheduled to come out after May. Why? It’s very, very likely both Microsoft and Sony will finally reveal their next-generation consoles this year. Until that happens, probably at E3 2013, we probably won’t hear much about next-generation multiplatform projects.
PC-only games don’t need to be hidden like next-gen multiplatform games, though, so there’s still plenty to choose from even without full knowledge of what’s coming later in 2013. Below you’ll find ranked lists of what IGN’s PC editors, Anthony Gallegos andCharles Onyett, are looking forward to.

Anthony's Top 10

10. Space Hulk
Warhammer 40k meets turn-based strategy? Count me in. I don’t need to see anything more than the terrible teaser trailer to know that this is one game I’ll be delving into.
9. 0x10c
Minecraft became an obsession of mine, so it shouldn’t surprise anyone that I’m anxiously awaiting the next game from its creator, Markus “Notch” Persson. All I know is that it involves space ship management, and with that I’m already ready to throw my money at whatever 0x10c turns out to be.
Frictional Games’ other titles are some of the scariest experience I’ve ever had. No other games have made me feel so vulnerable, so this is one I’ll be checking out (and probably taking numerous breaks from) after it releases.
This is the game that started the video game Kickstarter revolution. As a backer, I can’t wait to see what Tim Schafer and the team at Double Fine create. If it manages to capture the spirit of classic adventure games and have even half the humor of the Monkey Island franchise I think I’ll be satisfied.
6. SimCity
Confession: I’ve played very little SimCity. My family had terrible PC hardware growing up, and I was too foolish to ever really try the version released for Super Nintendo. I’m aiming to rectify that in 2013, though, and if what I’ve played so far is any indication, the new SimCity won’t disappoint.
I dabbled in the previous Tomb Raider games, but they were always a bit too silly to really hook me. Taking a note from the likes of Uncharted, the new Tomb Raider brings a much more grounded take on Lara Croft, showing us how she became the strong heroine we’ve known for years.
4. StarCraft II: Heart of the Swarm
While StarCraft II’s multiplayer is a bit more than I can handle (I’m terrible at it), Blizzard has always made the best real-time strategy campaigns around. After getting to know Jim Raynor especially well in the last game, I can’t wait to find out what happens to him, Kerrigan and all the other characters I’ve been following for over a decade.
Dead Space and Dead Space 2 are some of my favorite games of the last five years. These games are the Alien and Aliens of the video game space; titles that take the sci-fi genre and make it terrifying. I’m a bit skeptical about how scary it’ll be with a coop partner, but I need to see how Isaac’s story plays out.
My goal for Bioshock Infinite is to go into it knowing as little as possible. With Irrational returning to the franchise I can’t wait to see what they’ve come up with in the last few years. I am ready to be blown away.
I’ve logged an embarrassingly large number of hours into the original Company of Heroes. Its multiplayer is so tactically rich that I always feel challenged, but it’s just slow enough that I can keep up and feel competitive. With two new armies to learn, as well as a new campaign that finally tackles the Eastern Front of World War 2, this is easily my most anticipated game of 2013.

Charles’ Top 10

I tried to put together a list that didn’t just repeat a bunch of games Anthony already mentioned. I succeeded, though I kept BioShock on there because that’s absolutely my number one most anticipated game of this year.
10. Outlast
I don’t know much about Red Barrels Games’ project beyond what’s shown in the trailer below, but it looks extremely impressive. It’s yet more evidence that the survival horror is in the midst of a major renaissance.
Slender: The Eight Pages is one of the scariest games I’ve ever played. If The Arrival winds up being anywhere close to as frightening, it’s going to be one of the most memorable games of 2013.
You might be able to tell from my selections that I have a weakness for first-person adventures. Gone Home doesn't use supernatural beasts to frighten, but nevertheless succeeds in creating an unsettling atmosphere.
I’m putting this on here because I thought Braid was brilliant. If The Witness winds up meshing gameplay with powerful emotional themes as effectively, I will be very happy.
I really hope ZeniMax Online can pull this off. Though I love single player Elder Scrolls experiences, I’ve always wondered about what life in an online Tamriel would be like.
5. Dark Souls 2
When I first played Demon’s Souls I really didn't like it. Then I played Dark Souls and the formula finally clicked. I get it. I am enlightened and would like a sequel free of irritating technical issues. Hopefully this one's ready before the end of 2013.
4. Dota 2
This is a bit of an odd game to list for me because I’ve already played Dota 2 for over 100 hours. Even so, Dota 2 remains a fascinating, complex, dense competitive game that I still find myself loading up in my free time.
This hasn't yet been officially confirmed for PC, but considering there’s been a PC version of every other GTA game (usually within six months of the console release), I think it’s fairly safe to assume GTA V will show up on PC before 2014.
This series is over a decade old at this point so I think Total War’s gameplay formula should be pretty familiar to most reading this article. It's an all-encompassing strategy experience with incredible presentation.
1. BioShock Infinite
Remember how I said I liked creepy first-person adventures? Well, the BioShock series is the ultimate experience for me – a shooter that tells a complex, evocative story and that doesn't encourage you to turn off your brain while you kill all the guys with guns.
Games I almost put on my list that also weren’t on Anthony’s list: Metro: Last Light,Path of ExileSouth Park: The Stick of TruthApotheon, Trackmania 2 Valley, Don’t Starve, Mew-Genics, Arma III.

Lunes, Pebrero 11, 2013

Dota 2 Heroes: Clinkz, the Bone Fletcher



Dota 2 Heroes: Clinkz, the Bone Fletcher


A lot of people are intimately familiar with DotA, its massive roster of heroes and its complex inner workings. This series isn't so much for the hardcore crowd as it is for those new to the title. We're highlighting the heroes on Dota 2's roster one by one, showing off their abilities and play styles. We know that entering into Dota 2 is going to be daunting for a lot of people, and choosing a hero is no simple task. We hope this helps you make that choice.
He may be one of the simpler heroes out there, but that doesn't make Clinkz, the Bone Fletcher, any less lethal. Whether he's in the lane or the jungle, Clinkz' Strafe ability gives him large burst damage potential, greatly increasing his attack speed for a short duration. When used in combination with Searing Arrows, an auto-cast ability with a small mana cost that replaces his auto-attack, that damage increases even further thanks to the additional flat fire damage. This damage even applies to structures, which lets Clinkz tear towers down very rapidly.
But it is Skeleton Walk, which lets Clinkz zip undetected between lanes with high movement speed and invisibility, that makes him a powerful assassin. His ultimate, Death Pact, lets Clinkz consume an enemy monster or creep, gaining a chunk of their max health as extra max health, and a smaller chunk as extra attack damage. Check him doin' his thang below.
Clinkz gets all of his damage from auto-attacks, which makes him very item-reliant. An ally with a stun or disabling ability is a good partner, as are any items that help with crowd-control (with its silence, mana regen and bonus damange, Orchid Maelevolence is very potent). The most popular builds out there currently capitalize on Searing Arrows by stacking attack damage and mana regeneration, but it leaves Clinkz very fragile. How do you build him? Let us know below.

Six Hours in SimCity



Six Hours in SimCity

Marathon gaming sessions happen all the time, but when I’m wasting a Saturday exobyte farming in DC Universe Online or hunting a Platinum Trophy on the PS3, I’m aware that the hours are slipping by. Last week, Maxis invited me over to play SimCity, and when I started getting texts about dinner, I thought it was a bit early for my girlfriend to be debating tacos over Chinese. Then, I noticed the time.
I had been playing SimCity for six hours straight.
On the SimCity excitement scale, I’m some cliché that puts me past 10. I even bought a gaming PC in anticipation of its March 5th release. But that said, as Maxis put me in front of a computer and began droning on and on about traffic patterns, solid waste removal and the intricacies of SimCity, I suddenly panicked that I was in over my head. Perhaps SimCity had grown up too much and was now out of my reach.
As the loss of time would tell you, the fear was unfounded. SimCity is as deep as it is charming, but the game ramps up so smoothly that when I got to worrying about where all of my citizens’ poop was going, I had a handle on the insanity.
ROADS MATTER
But I’m getting ahead of myself. SimCity starts with roads. Whereas previous iterations – or at least the ones I remember – allowed you to decide if you wanted to lay light or dense industrial/residential/commercial zones, this time it’s a combination of demand and the road you’ve laid. See, you can lay anything from dirt roads to multi-lane/streetcar ready asphalt, and that decides what kinds of buildings can be supported there.
In the beginning, my medium-capacity roads brought light residential trailer homes, but as the city population boomed and quality of life improved, people began demanding big ol’ apartment buildings and the finer things in life. Again, SimCity was teaching me this step by step with an advisor telling me roads need to be upgraded and citizens renovating their zones to fit the times.
It’s refreshing, but far from an exact science. I had streets flashing that they needed to be upgraded to support heavy industry, but I couldn’t upgrade them anymore than I already had. A Maxis rep told me that I needed to eliminate a road to allow the zone to populate the bigger structures, but even after demolishing that, I couldn’t get businesses to fill in. Mastering zoning and space management is something I assume will come with time.
THE MAPS ARE SMALLER
My six-hour demo was covered both single and multiplayer. After just a few hours of my single-player run, I had maxed out my city -- or at least my first city. You don't have the entire map like days of old, and -- regardless of whether you’re playing with friends or by yourself -- you play on a big region map with several sections to build in. So when I hit the borders of my first section, I could move on and claim another and build a new city (which pauses life in my current city) or just focus on making what I had better.
I didn’t tinker with this all that much. When I went to investigate taking on a second city, I found the Great Works Site, discovered I could start work on an Arcology (see: standing biodome), and lost interest in expanding. However, a player next to me asked about being out of space and her people wanting more industrial zones. A Maxis rep told her she could take over a new section of the map, make it industrial only, and then have her people commute over there.
It kind of seemed like a cop-out to me. When I’m playing with others, having the map broken up and the giant dead spots in between our sections makes sense, but when it’s just me, I’d rather have one massive map that I can work on to my heart’s content.
IT’S ABOUT EXPANDING WHAT YOU HAVE
When I think of my metropolis in SimCity 2000, I think of towns getting so big that I had to drop police stations all over the place and have goofy water pumps everywhere to keep the H2O flowing. In this SimCity, it’s about upgrading what you already have.
Drop a clinic, and you can buy ambulance garages to place on the property and expand your healthcare’s reach. Once your garbage dump starts getting overrun, you can add multiple incinerators to deal with the trash. When you’re town hall is placed, you can plop down departments that give you access to different buildings and perks.
You get to lay the groundwork for the city you want and then start building out and iterating on it. If you go down the specialization path – an option that lets you start building Tech-centered buildings or casino-driven attractions – you’ll only have access to one type of structure, but as that business hits milestones, suped-up versions will become available. So, go from a Podunk casino to the Vegas hotspot over time.
It’ a fascinating option I'll have to tinker with over time.
THE OPTIONS ARE ASTOUNDING
I’m not upset that the game isn’t what I was expecting; I’m intrigued.
For a while, I just watched the poop flow from my citizens’ houses to the sewage plant. I had an advisor chirping that we needed to expand, and with a click of the mouse, I was in X-ray sewage mode; the buildings and streets were gone, and I could suddenly see all the waste flowing beneath my burg.
SimCity is full of useful, easy-to-understand information like this. There are the Instagram-like filters for your overall view, but then there are overlays that show crime and pollution. Smiley/frowny faces telling you how happy citizens are populate the map. Drop a bus stop, and the area in front of it lights up so you can see at a glance what your coverage is like.
Knowledge is king in SimCity, and as the hours you spend at the mouse and keyboard pass by, you’ll soon master the art of watching your budget and expanding your empire.
IT LIVES UP TO MY EXPECTATIONS
I know that the smaller map thing sounds like a big deal, but ultimately I think it just creates a different experience. Six hours left me wanting more, and I think that might be due to the smaller maps. In past games, I made one city and worked on it nonstop. In SimCity, I really feel like I’m going to make one city hum and move on to the next – move on to the casino city or the solar city or whatever challenge I feel like tackling because the sections of the map are manageable.
I’m not upset that the game isn’t what I was expecting; I’m intrigued.
Want to play the SimCity beta this weekend? IGN Prime members can get codes right now.