REVIEW

PC Review: SimCity Societies

Written by Tall Writer
Published January 28, 2008

"Here we are now, entertain us!"

This phrase seems to be the theme your tiny little Sims could be shouting as you experience immense content in the latest, leisurely paced Sim City title. The buildings/decorative objects provide plenty of appeal while less demanding logistics decreases the micro management. Some differences between this Sim variation and the previous series are like night and day. Gone are zoning, budgets, ordinances and advisors. Your ability to keep Sims happy, mostly through venues where they can buy items, provides the lifeblood in this game. The direct source of funds comes from workplaces, then you have houses and power plants (no underground pipes/direct connections needed here. Plus, they generate funds as well). The format allows sorting of all your places (style, type, etc.) keeping the Sim City organizational strengths strong.

It's pretty easy to keep Sims happy: provide power, keep crime low, etc. Some of the logic behind these achievements might confuse some gamers (and create some interesting debates, especially in the spirituality department), but overall, the system works. Maybe a possible future installment would allow players to tweak specific building functions. The "free-for-all" mode helps bring a wider appeal to this game - giving players unlimited funds and more enjoyment than hang-ups.

Object combinations and social categories help you build the ideal environment that has a positive or negative effect on a particular social energy. There are six energies, ranging from creativity to spirituality. Get enough of these energies in one environment and you can create a theme Sim City (an optional action). Themes are self explanatory and include authoritarian, cyberpunk, contemplative, fun city and small town. A well balanced dissemination of these energies make the game much more interesting, while increasing the micro management/complexity of your environment. Sims, complete with the usual, eclectic language sounds, are also very influenced by the traits of a given building (some amusing names there too).

Graphics stand solid and include objects with shadows, plus you can get a really detailed look at activities, people and objects with some nice zoom features. Helpful icons explain building functions and how they can help you improve your city. You can also turn buildings at 45-degree angles and create their own maps. There are plenty of template maps which include basic modes of transportation (extremely important to maximize your Sims' seemingly endless desire to acquire items/experiences).

page 1 | 2
Keep reading for information and comments on this article, and add some feedback of your own!
PC Review: SimCity Societies
Published: January 28, 2008
Type: Review
Section: Gaming
Filed Under: Gaming: Computer, Review
Writer: Tall Writer
Tall Writer's BC Writer page
Tall Writer's personal site
Spread the Word
Like this article?
Email this
Submit to del.icio.us Save to del.icio.us
RSS Feeds
All RSS Feeds (240+)
Comments on this article
BC articles by Tall Writer
Gaming: Computer
Review
All Gaming Articles
All Review articles
All BC articles
All BC Comments

Comments

Want comments emailed to you? No spam, promise! Address:

Add your comment, speak your mind

(Or ping: http://blogcritics.org/mt/tb/73260)

Personal attacks are not allowed. Please read our comment policy.





Remember Name/URL?

Please preview your comment!

Fresh
Articles
Fresh
Comments