Monday, July 22, 2013

CITIES IN MOTION 2 : Review


If there is a concern we would like to solve when you live in France, and even more so when you live in Ile-de-France, it is that of transport. Delays, cancellations at the last minute, aggressive passengers and accordion tunes that make crazy, everyone knows. This is the time to take the problem head on and remedy itself by building its own network of bus, tram and metro. Thank you, Cities in Motion 2.

A WE MAKE YOU LOVE THE HELICOPTER

Paradox had already carved out a place in management games with the first Cities in Motion. This second episode attempts to repeat the experience of the game management transport by refining the concept. Yes, it is more tweaking than revolution, because we find the outline of the previous episode. Once again, it will be asked the player to build networks of transportation, by drawing from five options: bus, tram, metro, bus-boat, and finally the trolley, which replaces the helicopter of the previous episode. Difficult to understand this choice, especially as the trolley, halfway between the bus and the tram, do not bring anything vis-à-vis the originality of the helicopter.

As usual, Cities in Motion 2 offers us a campaign mode and a free mode. If his predecessor opted for a crossing of the twentieth century, this episode subtitled "Modern Times" plays on this. This in no way prevents cities evolve, on the contrary, according to the player's choice, some areas grow faster. A well placed underground line can indeed boost business in a landlocked area. Although these changes are relatively slow, it is rather nice to see a city grow with our decisions, but we can only regret the fact that technological developments are fallen by the wayside, they still add a little spice to management games.


EXCEL TRAINING

Since it is the sustainability of its business, the player must not take decisions lightly. To help, there is a wealth of data available. All may not be very useful, and some filters lack lisiblité. Indeed, when trying to open the filter corresponding to different types of area (home, work, leisure), we often end up discovering a painting by Mondrian. Pretty, but difficult to use. It's a shame, because like a SimCity or City Life, Cities in Motion offers two different socio-professional categories (blue-collar, white-collar workers, students, businessmen, retirees and tourists alike), which each have habits and preferences.

Menus are not a model of clarity at first sight. The player will surely be feeling somewhat overwhelmed by windows and handling, while the first Cities in Motion offered a rather clear and effective interface. However, the game tries to keep the player afloat by telex, indicating for example, when a lack of vehicles online. It also has some information for each line, as the optimal number of vehicles depending on the distance and the frequency of passage. Valuable, but not always reliable help. Finally, some proposed by the townspeople missions allow decisions to guide the player. Obviously, there are also some loot to the key.


LOCA LOCO

After a little time to adapt, time to tame the software (the tutorial is over an all too) and especially to learn how to exploit the smallest possible, we can start to lose in managing the microscope body. For if Cities in Motion 2 can boast of a thing is to allow the player to act on many levers. While most management games prefer to be more accessible and simple, even lose some of their interest, the title of Paradox multiplies customization settings, even make the interface a bit complicated. It is possible to choose the start and end of service for each line, the frequency of passage of transport fare zones, the names of stops, etc..

The flexibility afforded to the player ends up in the options for the construction of infrastructure, further, as evidenced by the many styles of roads and avenues (number of lanes, bus lanes, one-way), but also for the metro. This can indeed be overhead or underground, and are uneven with such ease that one is surprised to attempt original buildings, not necessarily very profitable but aesthetic. He must be careful: you can not destroy the tracks by section, then beware! Another downside, and flat size: little variety in the choice of vehicles. This is simply ridiculous: two or three different vehicle type. We already feel the spray of the tidal wave of DLC ready to sweep in the "store" in the main menu.


A TRAIN IN ADVANCE, A TRAIN DELAY

So yes, the game is addictive, and really gets off to watch the vehicles across the city, such cute cell launched at full speed in the arteries as a sports anabolic. But why have not yet introduced competing company to come and put a spoke in the wheels? The game would have been more than exciting. Fortunately, there is still a multiplayer mode, which allows you to install up to six on a map to compete (as a team or not), or even cooperate. We would have liked to set several more parties, as well as mode tray to sand, for that matter. Finally, the level editor is difficult to take in hand, but it also offers great opportunities there.

From the perspective of implementation, Cities in Motion is a two steps forward and one step back from Cities in Motion. If the previous episode offered from cities of our world, this sequel opts for imaginary cities, much larger, of course, but a little less colorful. Nevertheless, they are quite pleasing to the eye, especially as it now has the right to an alternation between day and night. More importantly, the zoom finally has a reasonable amplitude to see the city from above, very high. Or very near, the better to observe the traffic handled realistically, with accidents and traffic jams. Nothing exceptional noise level: it is even sometimes falls in the cheap with some sound effects.


0 commentaires:

Post a Comment

Powered by Blogger.