Screenshots For New Wii SimCity Released
Kotaku has a host of screenshot images from the new upcoming Wii sim, SimCity Creator. Looks like the new SimCity allows you to not only build and manage a city, but utilize a whole new range of disaster tools as well. Can't wait to introduce my citizens to the new hand of God.
I look forward to introducing my kids to this game. I don't know if they will enjoy it as much as I did, but I think they will like it.
It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
Its a mix between somewhat simple and somewhat complex. I loved the original, loved Simcity 2000, and enjoyed Simcity 3000, but Simcity 4 included so much depth and micromanagement that it turned away a lot of us.
I wish there were more games for the Wii like this - the WiiMote seems tailor made for turn based strategy and board games.
I can't understand why x-box live gets all the board games when the x-box controller is so ill-suited for the task.
sheep.horse - does not contain information on sheep or horses.
Mayor Daley? Is that you?
Javascript + Nintendo DSi = DSiCade
Where is simcity 5 for the pc? I want to have full road control in it as well. I don't want to locked down to common roads types, lane sets, and interchanges. Also let us build tolls on ramps as well.
What, really? I enjoyed SC4, and while there were things I would have changed, it sounds like you're asking for some sort of SimRoad.
Looks like SimCity 3000 except in 3D.
Wake me up when Take2 buys the franchise and that I get my GTA SimCity cross-over. Designing a city and then GTAing the fuck out of it? Let me drool!
You just got troll'd!
I remember breaking the coding for SimCity way back when, and was glad to see implementations of most of the energy plants for SC4, so I'm totally looking forward to playing this.
But the only problem is, we can't use it for MySims or Spore on our Wii platforms, from what I can tell.
But I do love the hand. Reminds me of Black and White.
-- Tigger warning: This post may contain tiggers! --
It definitely has my money! There are giant robots with eye-beams in it! :P
Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll
I'm not saying it's a bad game or anything, but when the most exciting thing about a new SimCity game is the disasters you can inflict upon your city, it sort of implies that they've made the wrong kind of game.
The objective of the game is to build and manage your city, not destroy it (although that's always fun), makes me think it's about time SimCity got a proper remake to bring it into the 21st century and not just updated graphics.
+1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
Why not toss in SimSpeedCameras and SimRedlightCameras while you're at it. ;-)
Watch the accident rates soar as your money piles up!
It's sad that SimCity for the Wii looks much better and more complex than SimCity Societies (the latest PC game in the SimCity series, notable for 1. Being a complete abortion of a game and 2. NOT being developed by Maxis).
I've always thought that the Wiimote would be natural for a SimCity game. I do wonder how it will handle really large cities, though. Lots of buildings to render and things like traffic routing to calculate.
It's hard to tell from the screen shots, but it looks rather flat to me. I wonder if they left out terrain/grading entirely?
It sure would make things simpler, but it also detracts from the realism a bit. I wouldn't mind, though, one of the first things I usually did when starting a city from scratch on my own was to flatten the land out. That is, unless I was going for a certain overall effect.
Someone better be writing a custom Civilation designed just for the wii, or I may just start believing all those nintendo anti-fans... Seriously, why is this not here?!?
Sometimes, life itself is sarcasm...
Actually, if you want the real black sheep of that series, try Sim City Societies, a.k.a., Sim City V. It was kinda the opposite: over-simplified to the point of being absurd and meaningless.
It wasn't just a numbers game, it was a _totals_ game. You needed X points creativity to place one artsy-town house. That's ok, you just need to place Y graffiti walls for those, but it doesn't actually matter where. It can be in a bunker under the ocean floor, for all those people care. Ditto for just about anything else. You need X1 police-state points for a secret police HQ, if you go for oppressive totalitarian town. You need X2 wealth points to build a bank.
The whole thing is just a game of producers and consumers, and the only condition is that you must produce more than you consume. But even there the relationships are actually weird. A secret police HQ for example, actually consumes police state points, so logically it makes your city less oppressive. A bank actually consumes wealth points, so logically it would make your town poorer. Etc.
Worse yet, because the game actually encourages you to stick with one theme, you'll likely need to manage _one_ number. Yay.
Ok, there is one more number: workers vs work-places. Even that's screwed up. Shops don't actually have employees. Buildings are divided hard into:
- houses: they provide workers
- service buildings, like shops: they neither add nor use workers, but they satisfy some need
- industry: they provide employment, but otherwise have no influence on morale
The division is weird at times. E.g., banks are industry: they provide employment, but otherwise are of no use to your citizens. It gets worse: there are even kinds of _shops_ which are categorized as industry, so they don't actually sell anything. And viceversa.
Things like education quotient, happiness factors, pollution, etc, are gone too. E.g., placing a school doesn't really do anything for your city's education, it just makes kids happy (I'm guessing the designer doesn't have kids of school age;), provides some kinds of points, and subtracts other kinds of points. So basically it's again at most needed for the totals to build something else. Ditto for, say, slum or police state themes. They don't actually make the citizens unhappier or anything, they just provide or consume some points.
In a nutshell, it's no longer a city simulator, it's a fancy drawing program with some elementary maths attached. It lets you paint a city in a certain theme, but not much more, and not in a much more interesting way than doing it in Gimp. (In fact, maybe less. Wrestling Gimp's interface can be a challenge and game by itself;)
So to cut this rant short(er) and get to the actual point: well, I see your point about too _much_ depth and micro-management. But I hope the next one will have at least _some_ depth and complexity. Something as shallow as a puddle on the sidewalk, can be even less fun to play.
A polar bear is a cartesian bear after a coordinate transform.
This really looks like it's running on a special version of the SimCity 4 engine. Am I the only one who noticed this?
I'll probably end up getting this, I avoided Societies like the plague and if this is the true heir to the throne, I'll be quite pleased.
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The roads in simcity 4 are too limited and a lot of people want more and only cloverleafs in sim city 4 no flyovers?
Hey, good idea! Of course, I think those would be better implemented as city-wide ordinances rather than ploppable individual objects.
"[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz
The Rush Hour expansion pack added a bunch of good stuff, but didn't go far enough in my opinion... Dealing with traffic in SimCity has always been the most interesting part of the game to me, it's the only part where you have to really plan things out. Some road options were very limited, and some public transportation elements hardly ever got used even when they seem like they should've been...
Yeah, I'd love SimRoad! It's too bad that all these sim games are going towards simplicity instead of more depth... first the Railroads, then Societies, then the new Civ... they are trying to appeal to the casual gamer, but the casual gamer has long left the PC gaming.
It's funny, we now have the computer power to do much more in-depth simulations, but we're not using it! :( I guess we still have GalCiv 2 to play, at least.
Never underestimate the bandwidth of a 747 filled with CD-ROMs.
Check out the "Network Addon Mod" http://www.simtropolis.com/modding/index.cfm?p=details&id=380 It extends the transportation as much as possible through creative tiles, and even tweaks some of the parameters in the route finding algorithms. HIGHLY recommended. Granted, some of the new tiles are annoying to use (especially the piece wise ones you can't drag and must place tile by tile). But you can actually now place El trains over roads, and other such odd omissions from the original sim city.
I know about that I also that it is limed by the game it what it can do.
The new CIV is just a mod like port of civ4 not a new ver as well as not being a pc game. Railroads tycoon 3 had a lot in it and automated track laying is a plus some times in games like that.
play simutrans for a open in-depth game with user add on.
Sadly yes. I find myself playing "SimRoad" more than SimCity myself :)
After EA made the decision to let Tilted Mill create SimCity Societies, many fans figured the series would just die. EA wanted the SimCity series to go towards a different direction, with less micromanagement and more, as they call it, "social engineering simulation."
To be fair to Tilted Mill, their developers did pay a lot of attention to the forums and try to accommodate fans, but they were headed in the opposite direction under the guidance of EA.
Personally, I'm looking forward to Cities XL - which does seem promising and a lot like the older SimCity games before EA made the switch.
And I'm not bashing SimCity Societies - it's just not my cup of tea.
Best "String" Ever!
Can we have a super pretty version of Civilization 2? It just seems like more fun than the other civs.
I hold very few opinions. I hold information based on observation and fact. If you wish to disagree, please use facts.
Yeah.
Take the elevated water, flooding disaster, and hydro power from SC3K. (Or was that SC2K?) Then the good stuff from SC4 Rush Hour - but also include the fixes (sims less retarded about commuting) and more road types, pedways, and interchanges that come with the SimTropolis Network Addon Mod and Rural Highway Mod. Add a STFU toggle for some types of useless alerts, like "Streets becoming scarce - wah wah!" (Should I care?) Chuck out the non-cannon BS like Societies into the toilet (SimCity != The Sims, don't confuse their audiences). May also chuck the U Drive It and My Sim stuff too to focus more on city building. Add some more profit ordinances other than gambling (parking meters, vehicle registration, etc.) Alter how lots develop or where buildings can be placed (instead of such and such tiles, use total lot area and perhaps a minimum width a structure can fit in) so that way you can build on or have things develop around curvy roads without any problems. Perhaps even use beziers for placing transportation routing, if possible. Make it possible for region play to tie into some online system. Then have some other new rewards for the game like earmarked funds coming from SimNation that can only be used for developing one particular thing (like roads or schools). Offer some other interesting play modes (like having major transportation ways in a region pre-existing and being fixed, or natural disasters on a regular basis, or play to score some achievement: population, $, etc.)
Oh also make possible to run the game no-CD once registered, and no DRM that eats resources, spies, or breaks functionality of the computer or other software.
Then I'll be interested in a new SimCity game... (But for now, SC4/RH + SimTropolis NAM so it actually works right is the way to go.)