Friday, June 27, 2014

Starcraft 2: Legacy of the Void REVIEW



Developer: Blizzard Entertainment
Publisher: In-house
Release: 2015
Link:Starcraft 2 site
Do you remember the past? When Blizzard announced they were splitting Starcraft 2 into three games and the internet went ballistic, claiming they were 'gouging' gamers and we should all put off buying SC2 to spite those money-hungry beggars? Then Starcraft 2 came out, was rather good, and all was forgotten. The second and last of the announced expansions, Legacy of the Void, focuses on the Protoss for its single-player campaign, it features Zeratul as its protagonist, and it will of course include additional units - and that's about all that’s known at this point in time. While the story and cinematic sequences are apparently finished, Blizzard have said that the campaign needs more work, so who knows when this belated expansion pack will finally arrive?

The Crew REVIEW

The Crew hands-on: a star spangled MMO racer with custom cars and co-op missions






Developer: Ivory Tower/Ubisoft
Publisher: Ubisoft
Release Date: Late 2014
Link:The Crew: The Website
Ubisoft's ambitious racing game mixes single-player, cooperative and competitive driving in an open world, persistent online space. I've consulted the checklist and that makes it an MMO, so if you prefer your racing games to be a little more antisocial, The Crew might not be for you. As per the title, the game encourages you to to recruit a team of fellow driving enthusiasts, giving you all sorts of tasks to accomplish in the world when you get together. The campaign – playable alone or with chums – sees you infiltrating the murky driving underworld, in order to stop the supply of knock-off hubcaps and illicit nodding dogs. Possibly.
The road trip is a Hollywood staple for good reason. No place on Earth begs to be thundered across on four wheels with as much gusto as the roads of the United States of America.
From the winding, breezy Pacific Coast Highway in California to the autumnal splendour of Virginia’s Blue Ridge Parkway, the USA is a petrolhead’s paradise, packing in a staggering amount of environmental and scenic variety between its two shores.
For Eden Games – the studio that made their name turning the islands of Oahu, Hawaii and Ibiza into accurately mapped playgrounds for digital drivers – recreating the road network of mainland USA was an obvious next step. Reformed under the name Ivory Tower, they’ve done exactly that, in an open-world, star-spangled MMO racer that can be considered Test Drive Unlimited 3 in all but name.
But before you start scouring Google Maps in anticipation of paying a virtual visit to your Uncle Zebekiah’s outhouse in Turdhole, Arkansas, know that The Crew isn’t going to be a 1:1 reproduction of the United States. You wouldn’t want it to be, trust me. The Crew compacts America into a ‘best of’ package for reasons of practicality rather than technical limitations. The real thing takes several days to drive across, and you’d lose the will to continue living somewhere between Omaha and Wyoming.
The Crew’s America is still a handsomely sized beast. It would take you a solid 90 minutes to drive from the west coast to the east, and that’s assuming you’re flooring it the whole way and making liberal use of your off-road tyres.
Rather than disappointing, the smaller scale affords us the chance to appreciate The Crew for what it actually is – a photorealistic Outrun 2. Driving southwards, you can observe the rolling hills of Montana merge into the ice-capped mountains of Colorado before flattening out into the lonely, dusky nothingness of Arizona. That variety is a far cry from the uniformly tropic backdrops of Test Drive Unlimited’s Hawaii or the Balearics, and The Crew pulls it off without loading times or interruption.
The Test Drive Unlimited influence extends to the car handling model, which inherits the same floaty physics of the TDU games. This the main criticism I have of The Crew at this juncture: terrain as rugged as America’s demands the rugged powersliding to match, and The Crew doesn’t deliver on this front. Still, with extensive car customisation options there’s a good chance you’ll be able to set up your ‘ride’ until it feels just right, and overall the cars do seem to have more weight to them than TDU’s counterparts – most likely the influence of the Ubisoft Reflections studio (of Driver series fame), who are on co-development duties.
Boringly, you can also customise your car ‘on the fly’ while on the bus or in the library or in the middle of jury duty or whatever, using The Crew’s companion app for tablet computers. Seriously, how dull is that? Read a book or something, people. But I digress.
As much fun as The Crew’s world is to drive around, few players will want freeroam forever. That’s where the missions come in: an eclectic bunch, ranging from illegal street races to objective-based affairs. The latter are where the titular ‘Crew’ comes into play. The game is built around the premise of yourself and three real-life friends forming a street gang and terrorising the nation, and while you’re free to scatter to the four corners of the country, the GPS menu makes it easy to group up and launch into the next mission.
Case in point: one minute I was ditzing around Times Square without a care in the world, the next I was transported to a scorching Miami beach, where my party were tasked with taking down a security van by ramming it off the road. Shades of Burnout here, and there’s the boost mechanism to match, but again it lacks the satisfying metal-on-metal crunch that defines Criterion’s work. In mitigation, there is the enjoyment factor of screeching directly through a densely-populated beach, watching beach towels and brollies fly as tourists scramble to get out of your way. (As in the Driver series however, you can never quite make contact with them.) At this point the police no longer believe we’re something to do with yachting. How many lights does one bonnet need? I’m not going potholing. They were suspiciously quiet on how Buffalo or Hologamy were shaping up.
The Crew isn’t just the spiritual successor to Test Drive Unlimited in terms of structure: it serves to occupy the same niche in the racing game sphere. That is to say, it offers a racing game that is experience-led and socially-orientated, but one that lacks the tightness or focus of an offline racer.
For all its ambition and for all its variety, The Crew’s open-world driving is destined to be an acquired taste– but if you do give it a try, The Crew will serve it up in Americansized portions.

F1 2014 REVIEW




Developer: Codemasters
Publisher: TBA
Release Date: TBA
That’s a picture of F1 2013, because the surely-inevitable sequel has yet to be announced, technically. Codemasters have talked about future editions, though, saying that any future F1 games will be built on “next-gen” hardware. That means they can use more of our PCs’ latent power to render more realistic physics and volumetric tyre spray and the like. We can, of course, expect lots of fine licensed cars and tracks to race on, and an updated ruleset to reflect the latest frivolities of F1 lawmaking.

Thumper REVIEW



Developer: Drool LLC
Publisher: In-house
Release Date: TBA 2014
Link:Drool
Racing games are rarely as dark or psychadelic as this rhythm action game, in which you play a chrome scarab hurtling down a dream-like runway at ungodly speeds, on a quest to slay a cybernetic, malignant force known as CRAKHED. As you fly towards your goal, you can slam your vessel against the ground to create a thunderous bass beat, earning your tiny racer his “THUMPER” title.

Ridge Racer: Driftopia REVIEW





Developer: Bugbear
Publisher: Namco Bandai
Release: TBA
Link:Ridge Racer Driftopia site
This is the second Ridge Racer game made by Bugbear after 2012’s pretty-good Ridge Racer Unbounded. Driftopia is a free-to-play affair that’ll be supported by in-game microtransactions. Plyers will be able to compete “asynchronously”, which means saving and sharing your fastest, driftiest ghost runs for friends to compete with. It’s available as a free download on Steam Early Access right now.

Project CARS REVIEW


Developer: Slightly Mad Studios
Publisher: In-house
Release Date: TBA
Link:The Project CARS site
It’s been a long time since the PC had a platform-defining racing sim in the vein of the Xbox’s Forza or the Playstation’s Gran Turismo. Project CARS might just be that sim. Unconventionally funded by a community who can pledge money and purchase tool packs to contribute to the game, Project CARS supports Oculus Rift and TrackIR, has 35 locations to Gran Turismo’s 27 (all with full day/night cycles and dynamic weather), and is already streaks ahead of the so-called ‘next-gen’ Forza 5. As you can see, it looks gorgeous.

Dota 2's Compendium raises $10 million for The International prize pool

And, thus, the Dota 2 community did buy many internet sticker books. And yea, they did fill those books with non-corporeal points. And so, Valve did set aside 25% of each purchase—creating an International prize pool of $10 million, and much wealth and happiness for their own accountants.
Essentially, the community has spent over $33 million on these virtual souvenirs. It's comfortably the biggest prize pool in e-sports history, and all with Valve contributing 'just' $1.6 million to the initial prize pool. It's a huge achievement, and one that should result in fierce competition for the top prize.
What we don't yet know is how much that top prize will be worth. The distribution of the pool is yet to be announced, although Chris is a strong believer that, this year, Valve need to make changes.
As part of the money raised, the community have unlocked all stretch goals currently set. You can see the full list of what Compendium owners (and the entire Dota 2 playerbase) have unlocked by visiting theCompendium mini-site.

Tuesday, June 24, 2014

Final Fantasy VIII updated on Steam to include official "cheats"

So you want to play Final Fantasy VIII on Steam, but you don't have the time to actually, you know, play Final Fantasy VIII on Steam. What to do? Two words: Game Booster. We used to call this kind of thing cheating, and in fact even Square Enix refers to it as such, but since it's now "official," why not take advantage?
The new boosters add a High Speed Mode that speeds up certain parts of the game, such as cut scenes, movies and battles, by as much as five times the regular speed; Battle Assistance, which grants an always-full ATB gauge, always-full hit points and always-available limit breaks; something called "9999," which ensures normal attacks, as well as some limit breaks and Guardian Force attacks, always do maximum damage; maximum ability points; and a Magic and Gil booster that provides 100 of each acquired spell as well as the maximum amount of Gil.
"Final Fantasy VIII is a great classic with or without gameboosters," Square Enix wrote. "If, however, you've been holding off pulling the gunblade trigger on this one because you're concerned about the investment of 100+ hours of gameplay, these game boosters will be sure to help you speed things up."
I can never entirely shake the feeling that cheating through a game is "doing it wrong," but I was typing "IDDQD" before some of you were even born, so who am I to criticize? Using the FF8 game booster is entirely optional, and to be fair about it, some people really do just want to enjoy the narrative experience without having to deal with all the boss-fight hassle. So if fast-forward Final Fantasy VIII is your idea of a good time, you can get all the details at the Square Enix blog.

Arma 3 'Bootcamp' update will explain the game's complexities to new players



Bohemia Interactive are 15 years old. And while I forgot to get them a present, they're going to give you one: a free weekend trial of Arma 3and a free copy of ARMA: Cold War. In addition, the entirety of the Bohemia catalogue is now on sale on Steam. If you're a fan of military simulations—or of underwater puzzle games about secret agent fish—it's going to be a weekend to remember.
The Arma 3 weekend trial gives you full access to the game, including multiplayer, scenarios, and the newly completed campaign, until Sunday, 1pm PDT (9pm BST). To install the game, head over to the Steam page, and track down the tiny link hidden inside the words "click here to install".
For Arma: Cold War, the game previously known as Operation Flashpoint, you can get it free forever, as long as you claim it over this weekend. Just head onto its Steam page and click the big 'Play Game' button.
To see the full sale event, head to the Bohemia Anniversary sale page.

Mirror's Edge 2 will also be "focussing on first-person combat",

If you've played Mirror's Edge, the idea of a sequel that focuses more heavily on its combat probably sounds like the nightmare by-product of a dark, alternate timeline. In fact, according to DICE general manager Karl Magnus Troedsson, it's the real future of our existing timeline. It's not all bad, though, as the studio are looking to refine and improve upon the first game's awkward fisticuffs.
"What I can say is that if the last game focussed on first-person movement, it was definitely shown in the movie here that the DICE team will be focussing on first-person combat as well, to really nail and refine that," Troedsson told CVG.
DICE's E3 trailer provided an early look at Mirror's Edge 2 development. Largely centred around the game's combat, we see a much quicker set of takedown moves, suggesting that engaging with enemies will be less harmful to the momentum and flow of the game's free-running.
"Fans of the game will just have to wait and see until we talk more about the actual game is and the vital mechanics of it," Troedsson said. "We've shown the combat and movement now, but there's so much more to talk about. What I can say is, this is not just going to be the same game as the last one. We're building Faith for a new generation."
More combat wasn't exactly the direction I was hoping for the sequel, but if DICE can more effectively integrate it into the parkour, there's every chance that it could fix some of the first game's problems.
How do you feel about ME2 targeting fight over flight?

Grid Autosport gets free, optional HD texture pack on PC; other DLC plans revealed

Grid Autosport is all about performance; about power under the hood, junk under the trunk, and other things that racing enthusiasts probably say. In that sense, it's not dissimilar to PC ownership—something that can equally descend into stand-offish posturing over specifications and build quality. Codemasters recognise this, and have responded with free PC-only launch-day DLC: an HD texture pack that will separate the computers in pole position from those in need of a pit stop.
"If you play on PC you’ll have access to the first piece of additional content the moment GRID Autosport launches; an HD texture pack that will increase the visual fidelity of the liveries and car exteriors," wrote community manager Ben Walke. "We wanted to make the pack optional as the 4K textures included will be a small hit on your performance, so instead of bumping up the minimum specs for everyone we thought we’d leave the decision in your own hands."
In addition, Walke outlined Autosport's future content plan. DLC will come in two categories: car packs and mini expansion. Car packs are exactly what they sound like, "new cars for the game". Mini expansions, meanwhile, will be based around a specific theme, and will "each include a selection of new locations, some will include new cars and in some cases new game modes entirely."
Grid Autosport is due out later today in the US, and on Friday in Europe.

Grid: Autosport FREE DOWNLOAD + REVIEW



Ordinarily it’s hard to feel sympathy for games marketing folks. They use portmanteaus like RealFeel or TrueDrive when they mean handling, and talk about that sweet spot between arcade and simulation like it’s a slider on the dev’s toolset that no-one thought to include before. But you have to feel for whoever was in charge of penning Grid Autosport’s back-of-box brags; it’s a fantastic game, but its strengths lie in perfectly nailed fundamentals rather than new features. Er, the racing feels really, really real? No dice. Back to the drawing board, marketing person.
Of course, I feel for them particularly because now I have to explain its mercurial qualities too. Grid Autosport succeeds because it doesn’t over-stretch itself. There’s no expanded management element here, nor any new curios like Grid 2’s dynamically changing track layouts. Instead, Codemasters focuses on improving the series’ already impressive AI, delivering a firm and fun handling model and setting it to task in five key disciplines: Touring Cars, Endurance, Open Wheel, Tuner and Street. Compete for teams in these disciplines to fulfil sponsor objectives and earn XP, then unlock more events in faster cars. Simplicity itself.
Perhaps the best thing Grid Autosport does is place you more often than not in the middle of the pack. There probably is some rubber-banding at work (a term our friend in games marketing no doubt hates, and would rather see replaced by PackSense or some such), but it’s much subtler than any of Autosport’s contemporaries. You’re used to having slightly better acceleration than the AI in racing games (spoilers: that’s why you always win) but here, you don’t. You have better brakes. That means in order to take a place, you need to line up an opponent, anticipate his braking point, then either brake slightly later or pick a wider line and brake earlier, hoping to carry more speed out of the apex. In either event, they usually repass you. Suddenly, 5th place becomes a towering achievement. Trying to fulfil a sponsor objective that demands you drive a clean race and still bag the podium necessary to win the championship becomes the single hardest and most rewarding thing you’ve recently done in a racing game. It’s excellent.
It’s great to see Touring events return to the series. They’re elbows-out affairs that the AI seems to enjoy as much as you. Where most racers give you a procession of Sunday drivers obsessed with each other’s rear bumpers, Grid Autosport provides a ferocious rabble, always just one braking zone away from a five-car pile-up. Opponent behaviour is impressive across all race types, but it’s most keenly witnessed in this weapons-free discipline.
They, like you, have other considerations during Open Wheel and Endurance events. Lightweight formula vehicles are remarkably allergic to high-speed impacts as it turns out, so AI aggression is muted here for obvious reasons. Conversely, Endurance cars can take more of a battering, but everyone’s trying to keep their tyres fresh in these night-time runs and so drive much more conservatively (it’s a lot more fun than it sounds, this).
Tuner and Street event types are a bit less engaging, if only because they revert back into what Grid Autosport’s largely departing from—that homogenised muscle car bombast we all got bored of five Need For Speeds ago. Plaudits are due for the edge-of-your-seat drift handling, but broadly it’s these tuners and street circuits that made Grid 2 feel a bit of a sell-out. Well, that and the cut-scenes of social media numbers skyrocketing after your every victory.
Handling isn’t a revelation—Autosport neither attempts nor succeeds in beating artisanal projects like Assetto Corsa or Project CARS at their own game—but it is a further improvement on an hugely gratifying drive. It’s less twitchy than Grid 2, with a forgiving slip angle that lets you wrestle a drifting car back from the edge of disaster (handy if you’re out of Flashbacks and can no longer screw with the space-time continuum) and gives great feedback that lets you feel where the car’s weight it at all times.
You’re getting the picture by now: Autosport is the best bits of Grid 1 & 2, distilled into a focussed and finely tuned racer capable of delivering joy on the track. There isn’t much going on off it, and though the EGO engine looks prettier than ever there’s no hiding the crows’ feet and frown lines that come with its advancing age of—er, about six years. The more easily distracted, impulsive racing games fan in you will occasionally lament the game’s familiarity; the growing sense that you’re playing Race Driver Grid: Remastered, and it’s unfair to shout that voice down completely. But in the heat of the moment in any of the game’s disciplines, these misgivings melt away and only the exhilaration of scraping past a Ravenwest on the final corner remains.

League of Legends video takes you on tour of the new Summoner's Rift

Summoner's Rift is League of Legends' version of the classic three-laned DotA map. Naturally, it's the game's most popular playing field, and, as a result, any changes to it are a big deal. And so, this: a video tour of what Riot are doing with a new version of the map, currently in testing on the game's Public Beta Environment.
It's a big overhaul—designed to make the game feel less cluttered, and its systems more readable. It's also not being rushed. None of the currently implemented features are complete, and, as the video states, there are "months of effort ahead".
Those interested in offering feedback are encouraged to participate in the PBE, and to visit Riot's new 'Rift Hub'. There they'll be posting development updates and news of the latest changes.

Saturday, June 14, 2014

Football Manager 2014 FREE DOWNLOAD + REVIEW

Football Manager 2014



Publisher: Sega
Release: October 31
Link
Normally Sports Interactive are coy on their future plans, but this year studio head Miles Jacobson has been slightly more vocal about plans for future releases. Football Manager 2014 is coming, and 2013's successful addition of Classic mode will be built upon. Will it prompt Rich and Graham to disappear a football-shaped hole, never to return? They already have.
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IHF Handball Challenge 13 REVIEW

IHF Handball Challenge 13



Publisher: Neutron Games
Release: January 25
Link
If there's anything the 2012 Olympics taught us, it's that handball is a more dramatic and exciting sport than most people realise: it seems mostly to be about charging into your opponent and hurling a large ball directly at their face. If there's anything Handball Challenge 12 taught us, it's that clunky animations won't necessarily stop your game finding an audience. Fingers crossed IHF HC13 smooths out the wrinkles, and delivers on the sport's promise.

Trials Evolution: Gold Edition FREE DOWNLOAD + REVIEW

Trials Evolution: Gold Edition



Publisher: Ubisoft
Release: March 21
Link
Trials could easily fit in the action, platform, puzzle or even sim pages here, but by sneaking it into sports it gets pride of place at the top. Evolution is the demi-sequel to Trials HD released on Xbox 360 and, for some reason, still not released on PC. Trials Evolution is still down for a 2013 PC release though, and I'm ready.
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Bus, Woodcutter, Bridge, Crane, Farming Simulators 2014 REVIEW

Bus, Woodcutter, Bridge, Crane, Farming Simulators 2014


Publisher: Wendros
Release: Throughout 2013
Link
With comforting certainty we can expect to see follow-ups to Excalibur, SCS, UIG and Wendros’ series of simulators. The next Woodcutter Simulator has already been announced, is due in January and will let us wield chainsaws in first-person. Finally Keep an eye out for the next edition of Euro Truck Simulator too, our Tim Stone called it “one of the PC’s finest and freshest driving games” in our review in PC Gamer UK issue 248.

Star Command FREE DOWNLOAD + REVIEW

Star Command



Publisher: War Balloon Games
Release: 2013
Link
Star Command lets you recruit a crew, build a spaceship and trawl the universe in search of new life and new civilisations to crush. It was originally backed as an iPhone game on Kickstarter, but should arrive on PC in 2013. You can build new rooms for your craft and bolt new weapons to its exterior as your minions slave away at consoles and gradually level up within. It wouldn’t be a space exploration game without the odd space lobster turning up, but though your crewmembers look suspiciously similar to Star Trek officers, they have the capacity to be a lot more violent. If you decide not to recruit the aliens you meet, you can wipe them out and loot what remains of their civilisation.
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Cities In Motion 2 FREE DOWNLOAD + REVIEW

Cities In Motion 2



Publisher: Paradox Interactive
Release: April 2
Link
Cities in Motion 2 marks Paradox’ return to the strangely fascinating world of mass transit management. The sequel will let you organise bus routes and tweak train fares with a friend in co-op mode and an improved economy model will add a social engineering element to the advanced route-setting features. Affordable transport will affect the prospects of nearby residents, making them more affluent and more demanding. The new day night cycle will add a bit of extra visual flair to your metropolis and there’s even an option to run competing networks in multiplayer.
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Don't Starve FREE DOWNLOAD + REVIEW

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Don't Starve



Publisher: Klei
Release: April 23
Link
“Survive! Collect! Attack!” is the tag line for Klei’s sepia-toned open world survival game, Don’t Starve. You play a top-hatted gentleman adventurer who must wander the randomly generated wilderness, collecting tools for your camp to aid your survival. There will be little in the way of a tutorial, Klei want us to discover how their mysterious world works for ourselves. There are hints scattered throughout the update notes on the Don’t Starve site, however. Your dapper gent can cultivate eggs and hatch feathery companions, fish in ponds and fight flaming hounds. If you’re too callous with those you meet, you risk enraging the “Krampus” demon, who will hunt your adventurer down and punish him for his sins. Eek.

Secrets Of Grindea FREE DOWNLOAD + REVIEW

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Secrets Of Grindea



Publisher: Pixel Ferrets
Release: Late 2013
Link
Action RPG Secrets of Grindea is a game about trying to steal everything in the world, even if it’s behind or underneath or inside a monster. You’ll have to murder a lot of wildlife to maximise your stealing potential, but the adorable 16-bit art takes the edge off the necessary mass murder. The co-op mode supports up to four players and there’s an open class system that allows characters to progress any way they want. Oh, and if you’re worried about the name, here’s what the developers say about it: “In the world of Grindea, people are obsessed with collecting items. Imagining how many hours they must spend hunting loot it’s no wonder they named their entire world Grindea. However, you won’t be forced to grind at all, unless you choose to.”

SimCity FREE DOWNLOAD + REVIEW

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SimCity


At their greatest scale, SimCity's cities are self-powering machines with hundreds of thousands of moving parts. They churn through endless feedback loops, feeding Sims into swirling cause and effect eddies that produce money, goods, happiness, and growth. After over a week of building, smashing, and rewiring SimCity’s machines to figure out how they work, they still surprise me.
SimCity is the series' greatest technical achievement. Will Wright's 1989 original and every Maxis-developed SimCity that came after are about the same thing: building and simulating cities. SimCity does that too, but with a drastically different method. It shifts the simulation from abstract data-crunching to the visible, real-time interactions of thousands of individual Sims, cars, residences, businesses, factories, and everything else you might find in a city.
The Sims themselves aren't exceptional as individuals—they live out their ant-farm lives with short memories and clockwork brains, behaving like small children motivated only by immediate desires and immediate discomfort. They hate crime, unemployment, pollution (called “germs” for some reason), high taxes, and death. They like parks, schools, and city services. They're dumb as individuals, but when thousands of them need caring for, SimCity balloons into a dazzlingly complex and addictive management game, and it's all beautifully rendered in three-dimensional space, scaling all the way down to blades of grass. And even with all that complexity, the game runs smoothly on mid-range hardware, happy to be Alt-Tabbed in and out of, and rarely crashing.

The joy of planning


To create a city, I choose a square plot in one of eight region layouts, all of which can be shared with other players or claimed alone. (The regions are attractive and diverse enough to quash my initial pining for the landscape terraforming in previous SimCitys.)
Then, with an empty field and a modest budget, I’m free to build creatively and experiment, pulling out straight and curved roads, as well as zoning residential, commercial, and industrial districts ("RCI" for in-the-know urban planners), and building basic services. It's a joy to seed the empty plot and watch Sims arrive in moving trucks to start their new lives.
If I wanted to play SimCity as a purely sandbox experience—more on that later—it might stay so free and easy, but I can never resist going big. Soon my content small-town Sims will have their dreams crushed by an urban nightmare of unemployment, poison-clogged air, and failing services. For now, however, I can zoom all the way to street level to watch them stroll around my city like windup toys, happy and unaware of the god-like madman peering down at them wielding bulldozers and bad ideas.

Enjoy it while it lasts, kids.
But back to the quiet town. At the macro scale, beautiful data overlays show me subterranean concentrations of water, as well as resources like ore, coal, and oil, which I can exploit when my city is ready for heavy industry. In the beginning, demand for services is low, and how you choose to provide power to your city is the most important decision early in the game.
Coal and oil plants cough out pollution and require resources from mines or the Global Market, an online feature that functions as a commodities exchange enabling players to buy and sell resources. Clean energy solutions—wind and solar plants—also pump power into the city, but require swaths of valuable land to keep the lights on. The type of power plant I choose first will influence the whole narrative of my city, not because I can't switch at any time, but because I refuse to be an inconsistent mayor. Big decisions like this happen at every stage of a city's development, and my choices often influence how I feel about my city more than my city itself.

Close-quarters


The early game is all about anticipating the midgame. As houses become towers, too many intersections and not enough high-capacity avenues will cause traffic gridlocks, and density won't increase at all without enough space. Bigger cities also need more water, more power, more sewage treatment, and more garbage trucks, as well as police, fire, and health coverage, public transportation, parks, and schools.
Buildings can be upgraded, but even upgrades such as extra water pumps and fire truck garages need space. And because service vehicles like fire trucks have to actually drive to where they're needed, seemingly minor details like whether they're more likely to make right or left turns out of their garages really do matter. Getting a handle on such minutiae becomes overwhelming when I try to expand too fast.

Topping off my fully-upgraded wind plant with a nice little sign.
The only way to learn how to plan for and balance all this is trial and error. Even after nearly 100 hours, I'm still discovering new quirks and features of the simulation. Sims sometimes do dumb things, or have unexpected complaints, and identifying and solving these behaviors takes time. Learning through failure is a frustration SimCity gets away with by allowing for failure. There's almost always room to bulldoze half a city, pass a bond measure, and start over. Weirdly, though, SimCity actually seems to encourage failure, making learning more difficult than it has to be.
For instance, the ratio of residential to commercial to industrial zoning has a very small sweet spot, which I like—it’s a hard game to master—but SimCity's advisers almost always push me to solve problems by expanding rather than by achieving balance with what I have. Industrial demand is high, even though there are 500 unfilled “low-wealth” jobs (a euphemism that would make any politician proud). Now residentialand industrial demand are high. More people! More jobs! Build it all! I don't know what data it's using to inform demand, but it implies I'm doing something wrong even when I'm balancing RCI and optimizing services with the precision and efficiency of an MLG pro. Eventually, I yell back: if you want me to expand so much give me bigger borders, dummy!
The borders—every city is confined to the same sized square— put a hard limit on how creative you can be when designing high-population cities, but ultimately I like that they force tough trade-offs. Decisions about density, what to build, and how to zone are hard, and trying something, watching it all fall apart, and then rezoning to see what happens is part of the addictive fun. Do I ever wish I could defy the game and pull a road out into the untouched land beyond my dotted line? All the time. I eventually accepted it, though, because if I could solve every problem through expansion, many of the game's challenging trade-offs would be lost.
Sometimes, however, cities fail hard. When services can’t handle demand, Sims begin to leave. If too many leave, your income plummets. Now you’re losing money, so you turn off services to keep from going broke—but that makes things worse. Now there's no fire or police coverage, and even more Sims are leaving (or, you know, burning to death). And even though population is plummeting, the roads are more clogged than ever. What the hell is happening?
You may never know—cities can become unmanageable at populations over 100,000—and trying to fix things sometimes feels futile. Failed cities are ugly, claustrophobic burdens which require constant attention because they didn't achieve balance early on. Funnily, discarding them is a relief. It's actually an enjoyable part of the game, because all that frustration is replaced by the anticipation of running a new experiment in a pristine new plot. This time I'll get it right, just as long as I pay attention to the hard data more than the advisers or Sims.