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Cities XL Hands On

MMO PC Hands On by Christian Donlan

18 March, 2009

Page 2 of 2. <- Page 1

From an hour-long preview it seems clear that, beneath the graphical polish and clever interface, the important stuff - the economic heart of the game - is pumping nicely, with the population reacting believably to whatever you build. Farms and factories bring workers in droves, but a lack of amenities means they'll quickly start to get tetchy, and, true to form, nobody really wants to have a nuclear power plant visible from their sun room.

Crucially, Cities XL is already capable of providing that handful of magical moments that only strategy sims can: moments when building a factory in an empty district riddled with unemployment leads to a sudden burst of house-building activity as a new population floods in, or when a spin of the mouse wheel smoothly whisks you from a close-up view of the paving stones you've been laying down, to a satellite map which shows just how much the metropolis you've pieced together has started to thrive, or begun to wither.

That's where you could leave things, of course, but, for an optional fee - likely to be somewhere around the five Euros per month region - you can take the game online.

XL's shards are based on the same globe as the single-player game, each planet providing space for several thousand players. After designing your own mayor avatar - more Second Life than City of Heroes - it's a race to choose the best plot of land before somebody else does, and then construction begins afresh.

And it will be afresh. In order to level the playing field for everyone, you can't build a city in the single-player game and import it, fully-formed, online. But you probably wouldn't want to, either, as XL's focus on co-operation means you'll need to know what your neighbours are up to before you can tell what kind of environment to construct yourself.

Co-operation hangs on resource-trading, which can be performed either in-game or through the website. Every day, your city will create a number of resources, based on the terrain type it sits on, and the kind of buildings you've constructed. This ensures that, no matter how balanced you are in your zoning, you'll inevitably lack some of the things your population needs to survive: you may be good at mining raw materials, for example, but weak with sewage processing, so you'll need to import clean water from a neighbour.

'Cities XL' Screenshot 3

Each stage of a megastructure's construction has a different graphic in the game.

This is achieved through the trading menu - a search screen which allows you to see which resources other cities on your shard are over-producing, and then gives you the opportunity to propose a swap. As with the construction side of the game, the screen's a simple drag and drop interface which allows you to select what you want to import, and what you're willing to export in return, and a quick turnaround means it's likely to lead to protracted haggling as each party strives for the best offer.

Adding an extra urgency to trades are the game's megastructures - iconic real-world landmarks such as New York's Chrysler Building, Rio's Christ, or the delightful multi-level WH Smiths at Victoria Station (one of these is not actually in the game) which you can only construct if you win the right blueprint in the weekly online lottery. Once a blueprint's been activated, you have a week to build it: a multi-stage process, each part of which requires a certain combination of resources. With twenty megastructures planned for launch, and an additional five released every month, they're pure architectural Pokémon, the dash to complete them before the time runs out adding a welcome scramble to the slow-ticking persistence of the rest of the game.

Although the company is new to MMOs, Monte Cristo has spent a lot of time creating checks and balances to ensure no-one exploits the system and ruins the careful economy of the game. Unused resources will disappear after twenty-four hours if they haven't been traded, and megastructure blueprints will vanish after a week if they haven't been built or swapped. It's a move which should make long-term gold-farming impossible, while also encouraging the community to trade a little every day. The only cause for concern is the way trading itself is handled - a bartering system which inevitably requires both parties to agree. That's a potential problem, given the migratory communities of many MMOs, where players often lose interest after a few months and forget to log in again, while their cities quietly continue to pump out resources other players need, but can't get.

'Cities XL' Screenshot 4

Specialisation is encouraged: feel free to devote your city to sewage processing and gambling.

Such worries aside, Monte Cristo has already realised that people aren't going to play this the way they play World of Warcraft: they won't be getting together with a clan for all-night shopping centre construction sprees, or turning up for work bleary-eyed and unshaven having spent the weekend nailing the finer points of their sewage systems. Most players will likely put a lot of work in at the early stages, and then retreat to a more measured pace of daily management - and with the necessary tools available both in-game and on the website, XL seems well-placed to cater for this kind of activity.

So while Blizzard is hardly getting nervous as Cities XL's second-quarter release approaches, those looking for something different in an MMO - a bonsai garden to maintain rather than a rugged wilderness to conquer - may find Monte Cristo's polished oddity exerting a gentle fascination. A game about sharing rather than grinding, about balancing needs rather than collecting pelts, this is a utopian dream slotted in amongst the more familiar range of day-glo nightmares.

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Widge
18/03/09 @ 14:21
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I reckon my Dad would like this but his PC is of the era that is more adept at handling the likes of Morrowind. Would Cities XL be beyond the reach of his PC?
MisterCraig
18/03/09 @ 14:22
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'Somebody somewhere on the internet just got excited'

I really didn't think it would be me.

Sho-Ryu-Ken.
farticusmaximus
18/03/09 @ 14:24
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EG, did you manage to get a look at the pipe and slippers simulator they are devloping at Monte Cristo?

I hear it's ver..zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz.
Nill
18/03/09 @ 14:36
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I'm rather disappointed at the relatively high online fee for this. Along with them pushing for lots and lots of micro-transitions by the sounds of it - it doesn't bode too well in my book.

Had they gone with 2€ or so a month, it wouldn't have been much to think about, but at 5€, and for the kind of game this is and how much it'll likely get played, it suddenly became a decision.

Anyway, hope it'll turn out fine.
UncleLou
18/03/09 @ 14:37
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What, the comment's Mr. Brainiac himself, farticus, doesn't like strategy games? The surprise!
kestral
18/03/09 @ 14:39
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Sounds good.
DFawkes
18/03/09 @ 14:46
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This looks really good. I'd sub just to show how strongly I approve of them not shoehorning combat in. Especially looks ideal as a second MMO, dip in, set out resources and a few deals, log off and raid in the other MMO of your choice.
Eraysor
18/03/09 @ 14:49
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"You won't be able to stick your freshly-minted metropolis on giant caterpillar treads before trundling over to a rival and lobbing the Flatiron Building through their municipal weak spot.

Reminds me of an epic Mock the Week where Frankie Boyle's vision of the future was where Tokyo and London raise themselves off the ground on hydraulic legs and fight for resources.
schnide
18/03/09 @ 14:57
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..delightful multi-level WH Smiths at Victoria Station..

My arse! All the good stuff is downstairs and upstairs is envelope packs and board games.

Mind you, upstairs does lead to a Wetherspoons.
farticusmaximus
18/03/09 @ 15:02
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@UncleLou

I like strategy games plenty thanks, and am surprised and pleased to hear of a non-fantasy MMO where you have to outthink your opponents rather than outgear or outtwitch them.

This however, doesnt really sound very interesting. It sounds like SimCity but played at a glacial pace.
Oli [staff]
18/03/09 @ 15:16
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Eraysor - you can also find the concept in Philip Reeve's excellent Mortal Engines books. http://en.wikipedia.org/wiki/Mortal_Engi...

Think high-quality teen fantasy, His Dark Materials with balls. And giant cities on tracks that eat each other.
LeeroyJenkins
18/03/09 @ 15:25
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WANT!
Krelle
18/03/09 @ 15:29
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what, no guns? ;c
Agent_Llama
18/03/09 @ 15:32
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Personally, I find this rather exciting. Especially the bit about individually managing lanes of freeways. \o/

Dr_Wadd
18/03/09 @ 15:53
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Would this be the same Monte Cristo that originally published Starpeace? If so, while they didn`t develop that, they have had some experience with MMOs before.
Scimarad
18/03/09 @ 16:15
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I didn't want to put my city on giant treads and fire the Flatiron building at my enemies but now I'm disapointed that I can't.

No tractions cities = no purchase!
StarchildHypocrethes
18/03/09 @ 16:58
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I really like the sound of this.
ChaK
18/03/09 @ 17:00
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not interrested in MP, but I hope solo will be great, I miss Sim city.
Chufty
18/03/09 @ 17:16
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This actually looks interesting.

And another great article by Donlan by the way - I lol'd twice. At work.
Razz
18/03/09 @ 18:13
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I love the sounds of this but 5 Euro a month is too expensive for me.
Skurmedel
18/03/09 @ 19:52
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This sounds really interesting.
El_Draque
18/03/09 @ 22:52
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"I love the sounds of this but 5 Euro a month is too expensive for me."

You don't have to pay if you don't go online.
Eraysor
19/03/09 @ 01:47
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Oli receives an enormous internet cookie for deciding my next book purchase.

And I'm really looking forward to this game. The more random the MMO idea the better.
Yeevle
19/03/09 @ 08:40
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Well well well, an MMO that actually sounds interesting to me. Bloody hell, never thought that would ever happen again.
the_mtfr
19/03/09 @ 14:31
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Can't wait for this. The way you could plot farming polygons in Monte Cristo's old medieval RTS what's-it-called and draw streets/crossroads/bridges in their City Life was amazingly intuitive to use and well done. Thinking of how bad Sim City Societies was and how many steps back for the series it was.... yes, I can't wait to try this game :) (been playing Tribal Wars for too long :))

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