SimCity: Cities of the Future expansion announced
Like many my age, I want to play at living in a dystopian cityscape of towering arcologies as respite from my life in a dystopian cityscape of moderate towerblocks. SimCity finally has my attention with its Cities of the Future expansion, which turns your cities into, well, you know.
Like many my age, I want to play at living in a dystopian cityscape of towering arcologies as respite from my life in a dystopian cityscape of moderate towerblocks. SimCity finally has my attention with its Cities of the Future expansion, which turns your cities into, well, you know.
Cities of the Future goes 50-75 years into the future, with maglev trains, emergency service drones, a megacorp, modular megatowers, skybridges, wave power generators, and neon lights.
Megatowers are an interesting addition, able to contain up to 8 modules split between residential, commercial, industrial and whatnot as you please, and giving bonuses to buildings around them. Players can choose whether they're gleaming utopian spires or grim dystopian tombstones too.
The megacorp is also more than a simple new type of industry. OmegaCorp processes oil and ore into Omega, a mysterious substance which insidiously takes over your sims and city, so you'll need to keep up demand if you don't want everything to come crashing down.
SimCity: Cities of the Future is due on November 12. EA hasn't announced a price yet, and frustratingly all we know is from this exclusive IGN video preview:
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Alice O'Connor posted a new article, SimCity: Cities of the Future expansion announced.
Like many my age, I want to play at living in a dystopian cityscape of towering arcologies as respite from my life in a dystopian cityscape of moderate towerblocks. SimCity finally has my attention with its Cities of the Future expansion, which turns your cities into, well, you know.-
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Origin has that 24-hour satisfaction guarantee this time around, so they better not make this expansion something that gets boring after 6 hours.
Also, if they're still running on the same backend code, and haven't provisioned up for launch, they're going to have a sequel to the Great SimCity Outage of March 2013. That event could be used as the answer to any exec who facetiously asks, "Why would we stand up servers or cloud provisioning that we're just going to shut down two weeks after launch?"
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I'll give Banished a chance (when its out). http://www.shiningrocksoftware.com Developed by one guy, reminded me a lot of the Settlers / Anno games, but more city focused.
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as far as I can tell they delivered free patches to get the game into what many companies would consider a v1 state ready to ship and charge money for. Let's not pretend like there's been some unprecedented benevolent post ship dev process with crazy support above and beyond what's entirely the norm these days. When you ship a broken game you're expected to fix it, especially if you intend to ship more paid content on top of it.
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They probably had this in the development pipeline as far back as a year prior to release, if not 2011. That's lesson one of EA Maxis Product Management 101: make a retail expansion pack. Yes, now one can say "that's an antiquated idea", but try telling that to 2010-era John Riccitiello or Frank Gibeau.
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