Sim City 4
First Impressions - Martin tucks into Maxis' latest city builder
Being one of the first games I ever got addicted to during my videogaming infancy on the Amiga, Sim City has lived on in my memory as a title of intriguing strategy and life destroying addiction. Thirteen years later, and in its fourth incarnation, can Maxis pull off another classic with Sim City 4?
The city that Maxis built
Erecting a statue in my honour? They love me! They really love me!
The most obvious advancement in Sim City 4 is that of vastly increased levels of graphical detail. We're still a long way off from having a fully-rotatable 3D cityscape to swoop through, but the introduction of polygons for vehicle models and some structures lends the visuals a more solid feel than we've been privy to before. The cities are also bustling with life as they grow - on the closest zoom level you can spy on your tiny yet wonderfully animated Sims going about their daily business.
Maxis has thought of everything, from little road crews that appear to lay tarmac in areas you specify instead of letting the roads materialise, to a full day/night cycle causing street building lights to flicker on and illuminate the city. Building crews will even turn up to lay the foundations for new structures in freshly zoned areas. However, before you even found your city you have the opportunity to customise the very landscape it will nestle on with the game's new terraforming tools.
The terraforming is a simple but effective addition to the tool set at the start of any new game, enabling you to customise the land any way you see fit by raising and lowering the terrain, weathering it with the erosion tool, creating mountains, cliffs and mesas, planting forests and even populating them with wildlife. None of this really appears to have any particular bearing on how your Sims will view the city itself, but it's another step towards giving the player total freedom to create their ideal vision.
Crash City
All back to mine tonight then, yeah?
The curious mix of both 2D and 3D graphical effects appear to take their toll on system performance though - the preview code we've been playing has been keen on crashing with irritating regularity, and when it isn't asking whether or not we'd like to quit due to the game's instability, it fluctuates between frame rates of seven to seventy-five. Hopefully the inconsistency of the engine's performance can be ironed out and optimised before we receive final code.
Perhaps somewhat predictably, Maxis hasn't changed much gameplay-wise, instead concentrating on redesigning the look and feature set of the game. One important change comes in the ability to run several cities at once via the region screen, enabling you to strike up business deals with neighbouring cities that you run can yourself, playing your own cities off one another as opposed to waiting for the computer to strike a deal. The region screen also enables you to swap cities with other players and move them into your Sim Nation to do business with them.
Another intriguing addition is the ability to move in your own Sim from The Sims for a while to see how they feel about the city you've created, enabling you to fine tune it down to microscopic detail based on their opinions.
Time to create havoc
But what would a Sim City game be without the worryingly entertaining disaster functions? For those moments when you're feeling a bit destructive and evil, there's a new range of toys to play with in the God menu including steerable tornadoes, huge bolts of lightning on demand and enormous volcanoes spewing rivers of lava through the streets, all presented with an impressive level of graphical vigour. Charming.
Having spent a couple of days with Sim City 4, it's hard not to think of the game as an expansion pack with some pretty new models and spangly graphical effects, but what more did we expect? The series undoubtedly has ever-lasting appeal to those who dedicate the time to explore the many facets and strategies hidden away beneath the surface, and SC4 is set to continue this tradition more than ever. There is already a legion of admirers willing to pour their lives into creating ever more impressive cityscapes, and Sim City 4 seems to provide a just-about-significant enough advancement in the series to satisfy our needs for now.
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Comments (32) Latest comment 10 years ago
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Is that Nov. 29th release date accurate ? If it is - YAY !
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What kind of 'rig' were you playing it on ?
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So I have to find someone first who contaminates me with tuberculosis?
Er.
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Why?
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The project I'm working on uses FFS instead - For Future Specification. But everyone gets it confused with For F**ks Sake.
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[Blerk] - 13-Nov-2002
Xbox would not be able to cope.
Why?
Um .... because it is rubbish ?
*runs for the bomb-shelter
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Seriously though - console? Or not?
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You don't say!
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Well, it wouldn't be ideal but you could create something that worked. I don't see any reason to not release a game on a particular platform just because it doesn't have a mouse. I mean, what's to do here - move around a bit and click? Should be a piece of cake.
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AMD Athlon XP @ 1.48Ghz, GeForce Ti4200 64mb, 512mb SDRAM - not exactly shabby I'm sure you'll agree.
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Xbox would not be able to cope.
Why?
Um .... because it is rubbish ?
*runs for the bomb-shelter
/me takes off and nukes Errols bomb shelter from orbit.
But seriously why not?
Apart from the controller thing - agreed it would not be ideal for games like this.
(MS should get off yer ass and give us a mouse, only for this type of game though)
I would hardly stretch the xbox to do somthing as paltry as this, would it?
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And one of the maps had Mario's face made from grass.
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Yeah! If they could manage a Spectrum version of the original Sim City then I'm damn sure they could port this one to just about anything.
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Yep but it's 3D in a way that only Tory Politicians can describe 3D...(I think what most people meant was "does it use a properly-rotational 3D engine or just another 'forced perspective with 3d help' one) the answer is the latter....
Peej
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Peej
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They can, but it wouldn't look nearly as good as it currently does.
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I presume it will be Jan 2003.
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Peej
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