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Cities XL Preview

Preview by Keza MacDonald

22 September, 2008

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Cities XL is not an MMO game in the traditional sense of the term - but then, it's not traditional. Its ambitious aim is to exist simultaneously as an ordinary, offline, single-player city-building simulator, and online as a massively multiplayer version of the same thing, maintaining a completely player-dependent global economy and a community big and dedicated enough to make it work.

It's a complicated business strategy; developer MonteCristo expects the vast majority of Cities XL's money will be made from paid subscribers, but rather than crippling the out-of-the-box product in order to force players to take the game online, the idea is to provide a different enough experience to justify a monthly charge of 5 Euros. Offline players will be tantalised with updates and information about new content and important global events on the game's title screen, which shows the entire globe before zooming into your own city, but apart from that, no internet connection will be needed to enjoy the full scope of Cities XL's impressively comprehensive city-building and management tools.

Those tools really are impressive. Buildings, bridges and roads all materialise in real-time as you click and drag, adapting to the terrain. It's not based on a grid system, so there's more flexibility and less finicky positioning than we're used to from games of this type. Out of the box, there will be about 500 different building types to play with, and several different types of terrain which affect which resources are available to your city.

'Cities XL' Screenshot 1

Ain't no love in the heart of the city. There is a nice big stadium though.

The customisation options are, naturally, absolutely vast. Cities XL's beta-testing community is evidently very vocal about exactly what they want, and the developer has obliged by incorporating a phenomenal amount of detail and flexibility into the city-building. You can zoom right in to street level anywhere in your city - or in anyone else's city, online - and even customise exactly how much traffic you'll see tearing down the highway at particular times of day. We didn't get the chance to go hands-on with the customisation tools, but even in the short time we had with the game we saw a good variance in architectural styles. There's definitely enough content to satisfy the demands of dedicated city-tinkerers, and the developer plans to support the game after launch with regular new buildings and other content.

In addition to the regular city-building, you can undertake special missions - 'gems', as the game refers to them - which challenge you with particular objectives; the one we were shown involved building a profitable ski resort, either by making it popular and accessible, or geared towards moneyed ski connoisseurs. Starting from scratch, you have to build up the resources and pick a location before building up the resort, building the slopes and labelling them according to difficulty. A special tab on the game interface keeps track of your progress, and naturally the rest of the city continues to exist without your attention.

'Cities XL' Screenshot 2

That's the Chrysler building in the background there. You can't fool us.

It reminded us a lot of Rollercoaster Tycoon, right down to the impish impulse to trap people on a hellish slope by labelling it as Easy and then 'accidentally' deleting the exit. Happy memories. The gems certainly provide a change of pace, and will be available to select and download for free - to non-subscribers as well as subscribers, if we understood correctly.

What subscribers get for their money is, essentially, a completely different city-building game. You're allowed five cities with each account, but you can't simply import your offline city into the online world - that would be cheating. Instead, you choose a location on the in-game world, which again affects the resources available to your city according to terrain and which trading partners are nearby, and try to make your mark on the player-dependent economy.

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Comments: 1-19 of 19 in total

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FWB
22/09/08 @ 14:55
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Now this is more like it.
ERG1008
22/09/08 @ 15:04
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Oh my goodness, this looks & sounds fantastic.
khaz
22/09/08 @ 15:18
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Holy hell, this sounds great. Please be good, please be good, please be good...
PearOfAnguish
22/09/08 @ 15:23
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I look forward to spelling out rude words with buildings.
Razz
22/09/08 @ 15:27
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:') Finally. A game I'm interested in.
Rirekon
22/09/08 @ 16:06
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This sounds pretty cool, look forward to giving it a go
faux_carnation
22/09/08 @ 16:25
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Looks wery interesting indeed. Any way we can get into the beta?
shamblemonkee
22/09/08 @ 16:25
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eh? sounds boring as hell to me, oh well horses fer courses!
jaluuk
22/09/08 @ 16:33
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When's it out? Did I miss that in the preview?

EDIT: Q1 2009, in case you were wondering.
Edited 1 times, most recently on 22/09/08 @ 16:35
zuljin
22/09/08 @ 16:56
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Sounds to me like a cross between Ikariam and Sim City, which can only be a good thing.
FWB
22/09/08 @ 17:07
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For those of us who like building stuff much more than blowing it up, this could be it. Failing that, just dump all your garbage on your neighbour.
viper_h
22/09/08 @ 17:50
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I hate games like this, so why am I finding myself drawn to this one? It sounds awesome!
DDevil
22/09/08 @ 17:52
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I was interested up until the words "subscription" and "fee".
Valland
22/09/08 @ 22:26
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sounds like something you'll get bored of after a couple of days.
Kind of like Spore.
Agent_Llama
22/09/08 @ 22:42
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Sounds good!
TheJuriel
23/09/08 @ 09:17
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I'm not really into this sort of city sims (rather preferring Caesar III and its ilk), but this is such a different idea that I want to see it fare well.
Eraysor
23/09/08 @ 10:39
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Well this was unexpectedly impressive. Hopefully it will make up for the lack of SimCity 5.
StarchildHypocrethes
23/09/08 @ 11:39
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This sounds fantastic. Roll on 2009!
Fusey
23/09/08 @ 17:25
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This isn't the sort of game that should have a subscription, shame on them.

Comments: 1-19 of 19 in total

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