Sid Meier's Railroads! Review
Choo on this.
Version tested: PC
Or Railroad Tycoon 4, as it's definitely not going to be called. Yes, it's that train network management time again, complete with industrious-sounding theme music and lots of options to click as you watch your virtual wallet grow satisfyingly fat, or despairingly thin. The huffing steam engines and whirring diesels are almost inconsequential to the overall puzzle-tweak-challenge of connecting supply with demand and making the world go round. It's management at its most genial: connect A with B in the most efficient manner possible and personal satisfaction arrives in droves. Or at least that's the idea.
Choo-choo!
Meier's latest platform game is sort of unremarkably entrancing. We expected it to be enjoyable, if simply because the Railroad games are some of the best-crafted management games in the world, but we could have done with something a little more muscular. As the game unfolds it feels entirely intuitive, with everything in its place (even if the interface is a bit too dinky). The friendlier, cuter approach we had been previewed previously makes this an altogether more playful experience than other Tycoon games and those folks who spent hours nuzzling the stats pages of Railroad Tycoon 3 will likely find this more like a rummage around the toy box than a serious outing to the land of computerised Hornby.
Once you've digested the basics of how to connect outlying resources to cities, as well as how to bend your train-tracks across the topography of the cute little maps, you start to reel in cash and begin the long process of buying out your opponents. Of course you could play the single-player on your own to make it all disgustingly easy (yet mildly satisfying) to monopolise to your heart's content. As long as you're not too profligate you can run a profitable little network with no trouble and watching the goods get delivered has its own kind of satisfying mental clunk-click. Yeah, it's possible to spiral into debt and doom yourself, but you'll soon know not to overload trains, and learn to watch out for the more inefficient services before the wallet goes boom.

I choo-choo-choose life. Or something.
However, it's only when you compete against AI or human players that there's any real action. At this point it becomes about acutely competitive management, trying to out-build and out-bid (for access to new technologies) the other tycoons as you squeeze every last penny from your operation. Get enough cash and you can buy your rivals out, forcing a monopoly against the odds. Aggressive capitalism - that's the real goal of the game.
At this point you begin to realise that there's not that much more depth than there was in the tutorial, there's simply more efficiency. You need to run fewer trains and get them to do more. You need to put exactly the right amount of track down to make sure trains aren't sitting about idly waiting for space to come free. Getting large, circular routes where a single train can perform numerous tasks is far better than my default setting which is a broken spider-web of connections, dubiously hooking up anything within range. Of course the maps also splatter resources unevenly across their terrain, so while you might need fish for your city, the fishing port might be a long way off. Getting to fish means finding efficient uses for that long loop of track between here and there, and any new additions must not cause too much delay to already profitable projects. Trains cost money for every moment they are on the track, so delays mean big holes in your wallet. With that in mind it might have been useful for the game to have some way of telling you how and why a hold-up occurs, which it often does.
I've seen a few people complain that the maps aren't big enough, and they're partially right. Nevertheless, once you've got a really busy network going there's more than enough going on to your swamp your attention. You feel like you should be delegating tasks to lesser players so that you can concentrate on the grand strategy. Of course that's what it feels like, until you realise that there really isn't a grand strategy. Railroads has remarkably limited ambitions and once I understood how it worked I lost all impetus to make it work. There's just nothing much to aim for, especially since there's just a bunch of scenarios and no campaign sequence of any kind. Ultimately I get the impression that the game was designed as a multiplayer experience, with two to four people playing against each other over the course of a couple of hours. Without that element of human competition I can't see how anyone would stay hooked. Out-performing the (really pretty impressive) AI just isn't enough.

Thomas The Tank Engine never had problems with the patent office.
Yet to say it's lacking depth doesn't mean it's any less engrossing than the best Tycoon games. You'll get inexorably drawn into the process of running your network, connecting the cities, farms and mines, all the while selecting just the right tiny locomotives to deliver your payload of miniscule cows to the correct destination. It's clockwork, and you want to find out how it works. But beyond that it's not altogether satisfying. There's nothing that really excites. No larger aspiration or long-distance goal. It's like a well-made lawnmower. It really mows that lawn... but yeah, that's all it does.
Perhaps a bigger flaw, at least on the version I've played, is what an astonishing system-hog it is. Even on my silicon equivalent of steroidal strongman those trains really chug, even with settings set low. It wasn't unplayable, but I wouldn't like to have attempted it on my old Pentium 4.
So then: Railroads(!) is enjoyable, but perhaps another instance of the 'reviewer's trance'. That's the mildly hypnotic effect that seems to take over when games aren't dull enough to be boring but aren't exciting enough to cause any kind of, erm, arousal.
Choo-choo!
7 / 10
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Comments (23) Latest comment 5 years ago
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It's a real system hog when you have more trains and railroads. Can take upto a minute to delete a simple piece of railroad. And it's a pain in the ass to design the railroad system so it works. (Just like darshannon says).
Not to mention it really is a bit too straight forward.
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Locomotion is simply TTDX with the building tools of Roller-coaster Tycoon 2.
Wow, OpenTTD looks to have stuff better than Locomotion.
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Trains going into tunnels didn't do anything for you then?
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Contrary to myexpections though, I have enjoyed a few hours with it alone, but I'm quite shure it won't last long for me.....
I must say though, that I actually like the -not too serious- look and feel of the last couple of Sid games (Pirates and Railroads!)....
Far too many games these days take themselves far too serious.
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However, I'm interested to know what games "arouse" you?
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There's no way this is like the first Railroad Tycoon. In the "realistic" track mode, your track must ABSOLUTELY WORK just like a real model railroad, otherwise your trains will just be sitting there. I found it great fun to experiment with different track layouts in the demo.
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However, RT3 is a massive game, you can download the expansion free of charge, now very cheap and less of a system hog too.
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It's disappointing that this game isn't more interesting.
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How about some new features:
There should be an option to sabotage the opponent's trains by placing piles of leaves on the track.
Suicide alert - some cretin decides to end their miserable life in front your engine, so you must quickly halt the train before you create a pixelated mess. Mega-bad press coverage if you instead order your train to speed up for maximum impact...
Hijack hi-jinks - (Prior event to the above one) Fed up with your poor time keeping on passenger runs, mad passenger hijacks train and demands justice for all the times you've made him late for work, which then led to losing his job, his house and his wife. With bombs planted on board, you must keep the train chugging away at above 50mph and away from busy towns to prevent it blowing up, whilst you wait for the other passengers to overpower the madman. Or send the train crashing into your opponent's busiest station!!
Signal fun - find the son of a bitch who is running around changing the signals you carefully set up to avoid trains crashing into one another or getting stuck, when really the trains still get stuck anyway. Or let the shyster continue and mess up your opponent's signals.
Talking Trains - All trains have stupid big faces on the front and moan and complain and give copious of backchat as you warn them not to play on the weigh station again, or push Percy into the buffers or its to the breakers yard with them. The one called Thomas will be the worst offender.
Human Train sound effects - instead of the same tiresome stock sound effects of trains, optional human sound box is used instead. Choo choo! Chugga-chugga-chugga.
Auto-mode - AI takes control of your rail network whilst you do something more interesting with your life - watch Countdown for instance.
That type of thing.
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Plus its CIV4 engine? So my dear 4 year old box would curl up and die.
/sigh
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lol