Cities XXL
Cities XXL is a city-building computer game developed by Focus Home Interactive as a sequel to their earlier game Cities XL Platinum. The game allows players to design, build, and manage cities.
Cities XXL
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It becomes a game of whackamole, with alerts popping up and groups complaining all the time, but quickly disappearing when they are drowned in lots of lovely money. Electricity too expensive for people? Throw down another power station. Throw down two! Or start trading with other cities. Even when issues go ignored, it takes a long time for the repercussions to kick in.
Gameplay: 72Gradual unlocking of content helps to pace your expansion. It's too bad that the interface is clumsy, streets and buildings don't always line up, and cities are tediously-easy to manage unless you go out of your way to break them.
Visuals: 78Terrain looks great, and cities can look like a satellite photo when zoomed out. The interface is ugly, draw distance for cars is too short, and characters look like exaggerated bobble-heads.
This is apparently one of the ways that the game tries to encourage players to spread their cities out more and use up the massive amount of space that is provided, since dense cities have worse traffic and more noise pollution. City-building games have been training players for years to create compact grids because that's always been what is most efficient and productive. But Cities XL is an exception to this general rule, and it never bothers to tell us this. It would be a fine mechanic if the game were just more up front about what "quality of life" means and how to manage it. Why wasn't this covered in the "Industries and Satisfaction" tutorial?!
This sort of stuff made me really miss the convenient guide lines that the SimCity reboot used to keep your roads aligned (including curved roads). It's exceedingly hard to keep your roads lined up in this game, and very common for roads to start shifting because you're off by one pixel. When this happens, you'll find yourself without the room to place buildings, and you get a lot of wasted space. Fortunately, you have a huge space in which to build your cities, so some wasted space isn't a game-breaker like it is in SimCity. It's still frustrating.
After starting up a couple cities with the default settings, you might want to go for Expert Mode, since the normal game is very easy. Since buildings don't really grow or expand in any way on their own, it's very easy to manage jobs and workers since there's very little that will affect the balancing act as you expand. If demand for housing exceeds the available housing, the citizens won't tear down their old single-family houses and build larger, multi-family houses like you might see in games like SimCity. Once I got used to the pacing of the game, I never had any problems growing a city to 50 or 100 thousand population while keeping unemployment at virtually zero and overall satisfaction near a hundred. And as long as everybody is working, businesses have enough employees to operate, and you don't go crazy on expensive infrastructure (which is almost impossible until you get to 100,000 population anyway), then you're budget will always have a surplus.
I rarely had any issues managing a city prior to 100,000 population. And after that, the only real problem that I encountered was an insufficient supply of offices, heavy industry, or so other resource "tokens". Meeting the demands for all the services that the city needs can be tricky to do within the city, but you can trade these various tokens between your cities.
Trading allows you to further specialize your cities if you want. But the game doesn't go as deep into the specialization rabbit-hole as SimCity does. You can still build self-contained jack-of-all-trade cities that run independently and don't rely on other cities for imports, as there's plenty of room on the balanced maps for all the resource-production buildings, industries, housing, and services that you'll need to build. You just have to be careful about where you place them.
But not every map will have access to all the resources, and those cities will need to trade in order to offset their natural deficiencies. Food, water, fuel, and "holidays" are all resources that appear in varying amounts on different maps, and they can all be traded. Some cities can specialize in food or fuel production and export those resources to other cities; while the other city could specialize in building vacation beach or ski resorts in order to export "holidays" without needing to pollute itself with its own food and fuel infrastructure.
Other non-map-based items can also be traded, such as industrial goods, electricity, office space, and even workers! So hypothetically, it's possible to build one city with nothing but houses and shops, and another city with nothing but industry and offices, and the two cities could share everything.
These trade mechanics are very abstract and in-tangible. There's never any real sense of your cities being connected to one other, as the abstraction of the trade mechanics maintains a sense of disjointedness for your cities. You don't have to build specific trade networks with other cities; you only have to build enough city connections to support the total amount of freight that you are exporting or importing. Every city can trade with every other city as long as the respective cities aren't bankrupt. Even if your city is bankrupt, then there's still the ever-present Omnicorp for you to trade with, which makes the other cities feel kind of unnecessary.
Further, insufficient supply of any given tokens doesn't seem to ever have a critical impact on cities. Maybe when the city gets into millions of population, it becomes a major problem? In the meantime, lack of tokens may limit the profitability of certain buildings, but never to the point that it severely hurts your economy. I've never had a situation in which I backed a city so far into a financial ditch that I couldn't recover.
This theme of environmental consciousness runs through more of the game, as there are also some new environmental buildings such as an electric car dealership. I don't remember these being in Cities XL, so I'm assuming they are new. From my experience, they didn't really add much to the game or have much of a mechanical impact. The core mechanical issues prevented me from playing long enough to get any cities large enough that pollution was a severe enough problem to warrant these sorts of measures.
Cities XL was only passably competent on its own. It has enough to like to be addictive at first. But it's hard to recommend for a purchase due to its proliferation of incomplete, broken, or half-finished features. You can build some impressive, sprawling cities, but it takes a lot of time and is unnecessarily tedious and frustrating to accomplish, even though the actual game is really easy.
In Cities XXL you are the boss and you need to build and manage the large cities and metropolis. As a mayor of the city you need to plan the building of a great cities which consists of houses, hospitals, parks, malls etc.Cities XXL PC game has got a new and powerful game engine. You also have to keep an eye on the environmental aspect and maintain the city clean. Population control is another aspect that is needed to be control. It contains 1000 plus stunningly great looking buildings which will help to beautify your city. A total of 65 new landscape which ranges from green meadows to snowy peaks have been included that can be included into your city. New ecological structures have been included in this game which make it the greenest City XL game ever produced. New skies have also been included for making a perfect background of your cities. Tropico 4 Modern Times is another game that you can download.
Cities XXL suffers from one very big problem: It's virtually the same game previously released, only with bigger maps to build on. Although there's diversity in the environments, it's a bit on the bland side and overly easy to control. Cities can become beasts with a development mind of their own if players don't pay attention, and the game seems to drive players to create super-size cities instead of more manageable smaller ones. The tutorial works in giving the basic overview of play mechanics, but generally Cities XXL is rather intuitive and not very challenging. The graphics are decent unless you zoom in too tight, and then they lose some of the detail that could have been in place with a new graphics engine.
As an admirer of cities, I enjoy wandering around a city looking for its history in little tells, in the curve of streets, in clashes of architecture, in demographics, transportation, building sites and boarded-up shops, guessing at its planning and improvisations. I like building my own cities in games too, thinking I'm so clever and know everything, then after a few hours I take a step back and realise "oh god it's all just a huge horrible mess built by an idiot." Still, I suspect the prettiness of the newly-announced Cities XXL might have me whipping out my t-square to try again.
Publishers Focus Home quietly announced Cities XXL in November but didn't have much to say beyond that it exists and has multicore support, so I didn't have much interest in posting it. Now they've made a formal announcement with details on everything it offers. In short, you plan and build from small towns up to big fancy cities on big fancy maps, playing with a thousand buildings, managing usual civic stuff as well as concerns like air and noise pollution, and following citizens their silly lives around if you're feeling nosey. It'll have mod tools with Steam Workshop support too. 041b061a72