Cities XL Review

Trade and industry.

City-building games are, for some reason, always welcome chez Rossignol. I'm not sure quite what it is about them, but the idea of constructing a vast, smelly metropolis somehow grips me, every time. So approaching Cities XL was definitely done with some enthusiasm: a fancy-looking city-builder with some new ideas, it fills a lot left vacant for some time now.

The concept is neat, too: the merger of the traditional city-builder - founded and developed by the SimCity games and expanded elsewhere - with the internet. Cities XL does provide an offline city-building game, but it also offers the player an option of going online and take their city-management escapades into "planet mode", where you populate worlds alongside other players, and take your work into a global economy. Ambitious stuff.

But let's start off with the fundamentals: the game as city-builder. The mechanical processes of putting a city together are solid - the maps are just about large enough, and the terrain can look fairly beautiful on a high-end PC. The construction is straightforward too: roads are placed with an elegant three-click system, although bridges are ludicrously fiddly to erect. Almost everything else is simply placed down with the same three clicks, and once you've selected the road formation from the menu, you zone your real estate. You can use this to create American-style strip blocks or rather more spidery formations as you see fit.

What's interesting at this stage is that there's a range of industries available, including agriculture. You can give over huge tracts of fertile land to farming, and therefore create a kind of farm-scape that is only partially urbanised. There are, of course, more recognisably urban industries too, with "heavy industry" and offices popping first, and manufacturing and hi-tech down the line.

As you play with these options you begin to notice some of the problems with the Cities XL model. Firstly, some businesses that should generate capital actually end up costing you money. Entertainment, for example a Ferris wheel, is a business and doesn't tend to eat into a city's budget in the real world, although it does here. Even more bizarrely, things like oilfields cost huge amounts of money to maintain.

'Cities XL' Screenshot 1

Personally I'm a big fan of wind turbines, and took it upon myself to litter the city with them.

This causes some genuine bafflement on your initial forays in the game, as it seems to defy logic: strike oil and you're rich, right? Wrong. Unless your city is ready for the extra burden of setting up an oilfield, you might find yourself bankrupt. And I suppose you could argue that the infrastructure required to set up the oil industry really is expensive, but it doesn't seem like it should have be such a monetary disaster for your city. You find yourself battling with the game logic, which does not seem to adhere to expectations.

The other thing that feels fundamentally at odds with smooth city-building is that everything has to be bounded by roads. You can forget about spraying parkland around that executive enclave you've just placed on the hillside, because everything needs to be bounded by your tarmac transport network. I mean, clearly everything needs to have road access, but the idea that parks and markets need to have roads on every side seems unhealthy and illogical.

Speaking of executives, I should mention that your increasing population unlocks various levels of citizen. Initially these are just qualified and unqualified workers, but the selection moves into executives and "elites", who are required to run the more high-end businesses and facilities. This creates a longer game for you to play with. It's easy to fill up a city with a vast sprawl of low-level citizens, but to push to the higher tiers of city-building ambition you need to get creative. Additionally, the kind of zoning you create for these citizen types increases in density as you go, so that you start getting apartment compounds by default in the higher-density areas, dwarfing the standard houses in the lower-density zones. Needless to say, these place a demand on retail, health, policing, and environmental management. All of which costs money.

What the utilities in Cities XL seem to lack is any capacity for you to control how much money they spend. A small hospital, for example, tops out at a cost of 5000 a month, and it will just do that when the population it serves is at the right level. Nothing you can do about it. Other games have employed spend sliders and such, allowing you to moderate your expenditure a little more subtly. As it stands in Cities XL, you find yourself deleting very expensive constructs because they end up costing too much. That doesn't make for smooth play.

What's odd, too, is that there's no real facility for infrastructure outside of road-building and zoning. Although you do have to provide fuel, water and electricity later on, these are simply facilities that you can build anywhere in a city. As long as they're on the road grid, everything works. I find myself pining for the water-flow grids of SimCity 2000, or the need to connect up the power. Nevertheless, if you can ignore the logical and infrastructural quirks of Cities XL, this is a competent and occasionally spectacular city-building sandbox. You can evolve some incredible cityscapes in it - and that's something few of us outside of Dubai's oil barons will ever get to play with.

Then there's the matter of the online game. When you get to the planet mode - which is an additional expense to play, after the first free week - you can select from a number of planets and then find a spot to build your business. There's a consideration here that is missing from most city games, which is the resources you have in your slice of the world. This might be water, fuel, fertile land, or holiday locales, or a combination of these. Any resource type can end up being something you'll use to gain traction in the multiplayer game, which is a trading, player-driven economy.

Find yourself with a shortfall in electricity, or office space? Well, you can simply buy what's on the market. You can even enter into specific contracts with your fellow players, so that if he's producing lots of X, and needs your surplus of Y, you can help each other out over the long term. I tried that with a friend, but it took us a long time to even set up contracts, let alone make any difference to each others' cities.

'Cities XL' Screenshot 2

Environmental concerns eventually kick in if you rely on dirty factories for money.

None of this is helped by the laggy, clunky and buggy trade interface. This kind of unfinished edge ultimately feels representative of the game as a whole. Online conceits - like being able to visit each other's cities with your mayoral avatar - really don't seem to add anything to the game, despite being able to dance like a chicken in the middle of the street. Right now that economic game isn't interesting, complex, or coherent enough to be anything other than an eccentric sideline to the (fairly demanding) business of keeping your city afloat.

Cities XL is, quite explicitly, a work in progress. Developer Monte Cristo promises much more to play with in future, including a train network and other vital elements of urban modernity that do not currently appear in the game. It's also talking about mini-expansions that will create extra management-game layers within your game-world - a ski resort, for example. This is a game with big plans.

But these plans don't really influence what we currently play, which is an engaging, challenging, but fundamentally wonky city-building game that you can, should you wish, take into the theatre of other people. Having that MMO chat-box in the corner of the screen is fun and useful - you get questions quickly answered by the helpful little community that is always online - but right now the further consequences of going online don't seem vital, even to a wizened old internet junkie like me.

I've enjoyed myself here, but Cities XL does not live up to its ambitions. The solo city-builder is a well-paced project for those who like to plot boulevards, but the appeal of the larger game remains unresolved. This is one game we'll be returning to in due course where - all being well - a re-review should cast things in a slightly different light.

6 / 10

Read the Eurogamer.net scoring policy

Comments (30) Latest comment 2 years ago

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  • ERG1008 #1 2 years ago

    I think I'll stick with SC4 & the Simtropolis mods.
  • Razz #2 2 years ago

    Aw man. I was hoping this would be awesome. :(

    Roll on Sim City 5
  • wizlon #3 2 years ago

    This sounds ACE. I would be willing to get into this if they fix some bugs and the re-review gets even a point higher.
  • Pirotic #4 2 years ago

    It's been so long since we had a good city builder I'd have snapped up even a 7/10, so quite let down by the review. With so many great sim city games to use as a template it's a wonder how they really went wrong (well, apart from trying to shoe-horn in a subscription model)
  • thedaveeyres #5 2 years ago

    I too was excited when I saw the front page on the review - I'd love a good city builder to invest hours into... but this doesn't look like it'll scratch the itch sufficiently.
    Edited by 1 at 23/10/09 @ 14:37
  • Salaminizer #6 2 years ago

    so it is more of a social engineering sim than a city sim. I played the first three tutorials of the demo and all it showed was how to zone and check and solve unemployment among B class, something like that. and that level of management is not something I really want in a city simulator.
  • Khab #7 2 years ago

    "Fundamentally wonky" - I love it.
  • Korpers #8 2 years ago

    I dunno - 6/10 from Eurogamer aint bad going you know.

    Might just pick this one up.
  • dsmx #9 2 years ago

    I was in he beta and when they said it was launching in october I was thinking this just won't be ready in time. The trade system just didn't work properly, there was no mass transit and certain industries defy logic. Seriously I never understood why hotels, oil, entertainment have a monthly cost attached to them as was touched upon in the review.

    It had lots of great concept but the game just isn't finished, I can only guess that because either they ran out of money and needed paying customers to finish development. Or they wanted to charge people extra to have a finished game at a later date.

    Oh yeah and the monthly cost for what amounts to a trade system seems incredibly high.
    Edited by 1 at 23/10/09 @ 14:44
  • Co_Starring #10 2 years ago

    Trade is nearly impossible. If the server doesn't crap, the player who you are trading with erases his city. All contracts gone and your own city is getting red numbers (income).

    Anyway... Some players found bugs and fixed 'm by themselves. MC doesn't appear to set priority for "defect" services. They only care about the "MMO" bit. To me that feels like "we fix our monthly income first".

    Single player is hampered by impossible trading prices (Omni corp pays 25% of the vallue of a resource and sells for 400%)

    The list of problems is endlessly discussed on beta forums, Simtropolis and other fan-sites. MC doesn't have their own forums because of the complaints.

    I gave it a 4/10

  • chrisjm #11 2 years ago

    simfarm should be redone with the success of farmville
  • Boomerang #12 2 years ago

    I wanted this to be good. Sim City 4 was crushingly difficult i found (once you get to a certain size of city), and hoped this would be a happy medium. Bugger.
  • UncleLou #13 2 years ago

    That doesn't sound very appealing, shame.

    Sim City 4 was crushingly difficult i found (once you get to a certain size of city)

    It's just the damn water pumps, I tell you. I don't remember it exactly, but I think once I figured out I need to repair them (instead of building more and more), SC4 became quite easy.
  • Byzanite #14 2 years ago

    Thought it would score lower, as essentially, the best working part is an Offline city builder, and you could go and buy that for next to nothing, and its from the same developer, its called City Life. And theyre exactly the same.
    Seems bizarre that people would pay an online monthly fee to play a city builder game that is mostly an offline city builder.
  • Lionheart #15 2 years ago

    That is a big shame... was really really hoping this would be the one, especially with the build up.
  • Skorms-Boss #16 2 years ago

    Tarmac everywhere? sounds like every modern city!
    think I'll give this one a miss
  • Spekingur #17 2 years ago

    You have the option of dirt roads, if I remember correctly from the demo.

    You know, the next Sim City might just get released through Facebook, especially if Civ's version proves to be successful. I always wanted to make my friends cities as my neighbours, possibly having a neighbour on every side. And then engage in trade with them (or their popluation would go to my city to get something that theirs didn't provide, like lower priced alcohol or something).
  • Shikasama #18 2 years ago

    Why is it Eurogamer fill their reviews chock full of negatives, then give a decent score.
  • lucifonz #19 2 years ago

    The game is great fun. If your a generally pretty casual city building fan you'll love it. Most people on the Simtropolis forums are huge SC4 fanboys and have been playing the game on a hardcore level for a long time now. If your like myself who like chilling out with a city building game every so often then Cities XL is a fantastic alternative to SC4, as the genre is certainly a quiet one. Definitely recommend checking it out.
  • Red-Moose #20 2 years ago

    Looks nice actually, particularly peaceful.
  • Harmonica #21 2 years ago

    The game seems like a massive rip of Sim City 4, a few years later, from all the gameplay elements (and the faults) to the Sims/Maxis style interface. So much that it's a wonder EA didn't get a bit cross with them.

    Monte Cristo have never made a good or original game, though, so no wonder how this turned out.
  • wonton #22 2 years ago

    I have a sad feeling that even the re-review in the future won't solve the small but annoyingly pervasive problems dotted throughout the game.

    Shame, I really wanted another city sim in the vein and quality of Sim City 4. Whilst we get continuous deliveries of The Sims and its expansions, the city series has almost been abandoned.

    And Societies sucked, so that doesn't count..
  • UncleLou #23 2 years ago

    And Societies sucked, so that doesn't count..

    I've never played it, but I've heard from several sources that they patched it into a different - and significantly better - game since the release.
  • dsmx #24 2 years ago

    No game should be patched after release to make it into the game it should of been.
  • UncleLou #25 2 years ago

    Captain Obvious to the rescue. :)
  • Ha10B1a573r #26 2 years ago

    Haven't we got tired of these games by now? There's only so far that "awesome" sim-type games can go...
  • UncleLou #27 2 years ago

    Yeah, city-builders are a dime a dozen, as opposed to most other genres. I mean, it's only 8 years or so since there was a good one. I wish someone would do a 3rd person action game, for a change!
  • JoeBlade #28 2 years ago

    Bugger, I still mustered some hope for Cities XL despite really negative user criticism but this seals it. It does indeed sound as though I'm far better off with my City Lify 2008 pack.
    From what I read on teh intarweb some of the upcoming additions will also only be available while playing on-line. Fine for nice-to-haves like ski resorts but a definite no-no for essential elements like public transport. Those should be available to everyone and the lack thereof would in itself be enough reason to score it no higher than a 6/10.

    @UncleLou: it's the builder genre in general as far as I'm concerned. I can't recall a really good one being released in the past 5 years; probably even longer than that. Bit too many FPSes and the likes alright :(
  • Caspar_Esq. #29 2 years ago

    Tropico 3 review please!
  • faselei #30 2 years ago

    A fair review and a fair score. Exactly what i would give it too. Like others played through beta and was shocked when they suggested they were sticking to the Oct launch... Maybe it will be fixed. Dunno. The MMO bit is entirely lacking at the moment.