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CitiesXL

Platform PC
Publisher Monte Cristo
Developer Monte Cristo
Genre Massively multiplayer
Official Website Click Here!
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ESRB TeenPEGI 12
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CitiesXL

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Cities XL (formerly Cities Unlimited) is a city-building simulation computer game developed by Monte Cristo, which has prior development experience in City Life. It was originally scheduled for release in the first quarter of 2009, but was eventually released on October 8, 2009. The game allows players to play online and interact with others on massive persistent planets, and to work together by trading resources or building blueprints in order to satisfy the needs of city inhabitants. Players can also play in a single-player mode.

Editor review

CitiesXL   Reviewed by afamousblueraincoat

Overall rating: 
 
6.0
Graphics:
 
7.0
Audio:
 
7.0
Playability:
 
5.0
Story:
 
5.0
Reviewed by afamousblueraincoat
November 12, 2009
 
Last updated: November 26, 2009
2 of 2 people found the following review helpful
CitiesXL is obviously a large-scale project. It has some real depth as a city-building simulator that incorporates new ideas of mass-multiplay in to its systems of resource management, trade and socialization. However, what it establishes as a hardcore and well-developed sim entirely emphasizes the lack of real attention given to integrating these ambitious multiplayer aspects. In the end, Cities just feels like a hulking mass of glitch-ridden lack of foresight and would have better off as a single-player experience.

CitiesXL Review : from a famousblueraincoat
Played 20+ hours on PC
Available for PC- ESRB: T
"A Pretty Shitty City"

Developed by Monte Cristo, CitiesXL is a new take on the old idea of city-building. In a market dominated by EA and the Sim franchise, Cities feels fresh as it incorporates new interfaces and resource aspects in city management. It feels more mature, in a way that older simulation games were more relentless in their difficulty. Overcoming those difficulties then, becomes extremely rewarding when you can eventually hit a stride of growth.

The city itself builds organically and takes on its own kind of character with neighborhoods, corporate sectors and park-lands. You start small on a plot of land and construct your main transportation route connecting your city to the rest of the world off-map. Starting with simple city utilities like a Town Hall and Facility to produce electricity, you strategically place your zone sectors in combination with what industries are built, and what resources come naturally to your environment.

Heavy Industry requires Unqualified workers, Corporate Office requires Qualified Workers and other industries like Manufacturing, Agriculture or Retail require a mixture of both. At the outset, this seems complicated but understandable. Cities forces a nice slow progression of growth by 'locking' certain building types before a certain population capacity. This allows you the player to slowly manage the demands of your population with the growth of your industries. For example, early on your citizens will not demand things like Healthcare or Education, as these are more expensive utilities to provide, and as you progress slowly through the tiers of population growth, these demands are met with the availability of these utilities.

As one progresses, the variables grow exponentially. Hotels increase interest in the Corporate sector, and require some Unqualified Workers which may or may not take away from Heavy Industry depending on the reputation of your City. The management of resources that are unnatural to your environment (ie. Water in Desert areas, or Fertile Farmland in Mountain areas) becomes more and more difficult to manage.

Cities becomes a kind of complex resource manager on top of the simulation of city planning. Not only must you increase production of say Food to sell off in trade for Oil compensation, but you also have to consider what kind of environmental or social variables effect the production of those resources like bad weather or reputation.

Talking about this game makes me excited to play it more, but playing it makes me want to never touch it again. Cities walks a fine line between complex and challenging, to random and punishing. A large part of this game is reliant on a 'slowburn' process of slowly and painstakingly building up your resource management while meticulously listening to the concerns of your population. It may be the case that I'm personally not patient enough for this game, but I can't see how or why I should spend nearly 2 hours of play time in order to build up my City to a productive level, only to then want to quit out of frustration and start over in another area or with another strategy in mind.

One of the most fulfilling things about Cities is the infrastructure creation. The road networking, coupled with the options of plotting residential, industrial or commercial sectors makes for really interesting city designs. The anticipation of an endgame with illustrious Holiday Resorts and Elite housing units perched on coastal cliffs or mountain tops seems somewhat exciting to build up to, but we hardly get to play this game at a level of growth. The problems that your cities face take trial and error to rectify, and this game is not built for trial and error. I found if I began losing money, or made bad decisions in new developments, I essentially ruined my entire experience.

If you're not the kind of person to sit and scroll through your city wringing your hands with admiration and anticipation of that larger capacity stadium or hospital you can finally afford, you won't enjoy CitiesXL. Once the shine wears off, there is very little to keep you interested in coming back to it. The multiplayer is laughable and seems to have been attached as an afterthought. Although interesting to trade city resources with neighbouring cities run by real people, the "feature" of running your avatar around a friend's city a la "Second Life" is by no means interesting or well established as a playable element

Verdict

Graphics For the most part, these are fairly well-done. The environments and processes of city-building looks and feels great. The interface is very manageable and there is some really interesting architecture involved in the growth of your city. The Avatar creation and "add your personal touch!" points are boring and entirely dismissible.
Audio Slightly addictive and interesting. Smooth Jazz/Blues really grows on you and puts you in a nice relaxing mood for City planning. The simple audio clips for placing buildings or objects is slightly obnoxious after the hundred-thousandth time.
Playability The city-building itself feels exceptional and organic. The zoning variables, the balance between Commerce, Industry and Residential is really interesting and complex. It's challenging and engaging, but none of this matters when it's absolutely bogged down by bugs and glitches. The trade menus and fast-forward elements seem to almost work against you at times and all multiplayer elements leave you feeling as though this should have just been a single-player experience. If it was, I would have scored it an 8 at least.
Story You can actually feel how "tacked on" the multiplayer elements are in this game. The personal touches of creating an avatar seem very forced. Although the tutorial is adequate in terms of teaching the complex elements of Cities, the forced read-only banter between the Mayor and City-Planner characters is absolutely atrocious.
Overall For the hardcore City-builder, this scratches that simulator itch and I would recommend you pick it up. However, this is not for the casual games enthusiast to at large and can altogether be missed if you're playing something more interesting at the moment. On the whole, it just ends up being painfully average.
 


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