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Sim City 4 Review

PC Review by Martin Taylor

13 January, 2003

You've probably scrolled down to the bottom of the page to see what score I've given it already, haven't you? Thought so. And if you haven't, you'll probably buy Sim City 4 regardless of what I've given it anyway. That's why Sim City is an important franchise. I'm sure you all realise this, and Maxis would have been fools to ruin it now. You'll be relieved to hear that they haven't.

3D or not 3D?

What most people wanted from Sim City 4 was a totally 3D, fully rotatable engine for swooping around their lovingly created metropolis. Indeed, I'll be the first to admit my disappointment upon first playing the game to discover that this just wasn't the case. The landscape is depicted in the familiar not-quite-isometric viewpoint that we've been used to for a while now, which is viewable from four fixed angles. The reason for this is apparently that should a proper free engine have been employed, the detailed, lush graphics we're presented with here would not be nearly as lavish.

As it happens, your view of the land really is 3D in a polygonal sense, but the fixed nature of the viewpoints enables the rendered models and textures to be far prettier than would ordinarily be possible on today's technology. Now I've spent a number of days with my head buried in the game, I'm more than pleased Maxis stuck to their guns over the 3D issue, because Sim City 4 really is beautiful. Every single structure and model - right from the huge skyscrapers down to the tiny Sims going about their business - is lovingly crafted with exquisite detail. Once your city begins to swell and sprawl across the landscape, it becomes a pleasure to simply zoom in on the highest magnification and scroll around, watching your bustling creation and its inhabitants living happily or, indeed, unhappily, depending on your mayoral skills.

But before you even get to exercise those skills, you're able to satiate the landscape architect in you. Using the terraforming tools is a superb way to form a challenging or familiar landscape, and forming it is just like moulding clay. There are tools for raising and lowering land, tools for creating mountains, valleys, mesas, eroding and smoothing terrain in any way you see fit, planting forests and even specifying which areas are rich with wildlife, and which type of wildlife you would like there - not for any particular reason, just because you can. The interface is pretty much self explanatory, but there's a helpful tutorial included anyway which holds your hand through the basics of Godliness.

Not confident in your skills as a God-sized gardener? Not to worry, you're provided with a number of template landscapes (or "regions", as they're referred to in the game) to move in on anyway, including the default Maxisland, New York, San Francisco, London and Berlin, some of which have partially created cities for you to move in next to and do business with. Each region is separated into a pattern of small, medium and large squares to populate, depending on your tastes, and each block can house a city that is able to do business with its neighbour. The space you can fill is practically endless, and should you manage to fill an entire region with cities then you can just as easily craft another region and begin filling that up.

Once you're satisfied with the way your greenery and rockery looks, you enter mayor mode and start zoning, powering and watering your land ready for potential residents. This all works the same as you remember it, with three types of zone and three different densities - residential, commercial and industrial zones in light, medium and high density flavours. The higher density areas are naturally more expensive to zone, as they reap the most tax Simolians per square by either packing in high rise apartment blocks, large office complexes or dense/high-tech industry. You're obviously going to require a strategic balance of zones in your fledgling city in order to cater for demand as well as keeping monthly profit ahead of expenditure.

A rich man's world

One problem I experienced with my first few attempts at cities was overspending - it's extremely easy to be eager to splash out with your bulging wallet by flinging down high density everything, over-compensating on power and water and slapping down fresh new roads and a subway system right off the bat. Before you know it, you're badly in the red with no way out and having to start over. It pays to keep a cool head right from the moment the little fireworks pop in the sky to signify there's a new mayor in town.

The mayor tools haven't changed much, and veterans will be finding their way around in no time, locating and placing zones, community buildings and landmarks with ease. Non-veterans won't take much longer to find their feet either, though. However, placing water pipes, railways and subways is as aggravating as ever, and some kind of overhead view might be handy for this kind of underground work. Thankfully, a lot of the road laying work is taking care of when you lay zones now - once your blueprint reaches a certain size, the game handily shows you where it will automatically place some cheap roads. Of course, you're totally free to go replace it with higher quality tarmac and raise the land value should you so wish.

All the small things

Sim City seems to take itself a lot more seriously these days, with more emphasis placed on strategy and money management, and less on cute jokes in the news ticker. This isn't to say SC4 is a total plain-Jane; there were plenty of little graphical touches that brought a smile to my face, and the enormous clanking robot disaster is inspired. Maxis have simply become more understated, and some may say more sophisticated with their humour, with a reliance on keeping things visual which suits me fine.

That Sim City 4 is jam-packed with little touches is something that simply doesn't leave you for days, and will have you raving on at your disinterested friends about how little clouds of toxic vapour cling to the tiny vehicles driving past the nuclear waste dump, and how the Sims run into the streets to riot and form picket lines when your city inevitably sees darker days, and how the soldiers march up and down the street outside the military base, and... well, you get the idea.

It might sound obsessive bringing up things like that, but that's the kind of effect Sim City 4 has on you - it hooks you with sheer fascination, and the creation of your magnificent cityscape is all the time carried along with a sense of awe and delight at the sheer detail of it all. I'm still now zooming in on residential areas, fascinated by the Sims heading off to work, the little ones swinging on swings in the park, the pool boys slaving away in a high-wealth district, the mums driving their kids up to kindergarten... sorry, was I doing it again?

Thing is, while you're getting swept up in all the neat little tricks and fancy new effects (The volcanos! The tornados! Wwwwoooowww!) you tend to miss that there's nothing really new here. Certainly, there's a new and absolutely gorgeous graphics engine, and the terraforming tools lend a whole new level of creativity to the game, and the ability to move individual Sims, including your pet people from the eponymous game, into the city and get their personal feedback is extremely helpful, but the gameplay itself hasn't changed much. And why should it?

This is a good thing - we couldn't have asked for much more than has been delivered, and I doubt Maxis could have done much more with a formula that they've improved upon time and again. Of course the novelty inevitably wears off just as it does with any game of its kind, and it really pigs out on your system resources, but Sim City 4 does a damn fine job of stealing your life for as long as it possibly can, just like the old days, and thank goodness for that.

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Comments: 1-50 of 74 in total | next 50 »

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FWB
13/01/03 @ 13:51
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You beauty! However, when are we going to been given the chance to build true curved roads? Simcity 20000? The US block system gets tiresome.

What is the official EG advice on spec requirements? Also, is there a building editor, as in SC3000?
mouse [staff]
13/01/03 @ 13:58
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Well I was playing the game on an Athlon XP 1.47ghz, 512mb SDRAM and a GeForce 4 Ti4200, and it was occasionally struggling with the city you see in these shots. You'll need a monster PC to have it running smooth all the time. It mostly slows down when you switch magnification or rotation, then goes back to being playable again.

There's no building editor, and as for curved roads, the closest you can get is diagonal :) I don't think the zoning system is condusive to curved roads personally, and am quite happy to keep the block system.
pjmaybe
13/01/03 @ 14:04
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Definitely looking forward to this one...

Sounds like I will have to get an upgrade for my PC hardware though, pah...

Peej
Errol
13/01/03 @ 14:29
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I will order it from the EG shop tonight ! :D
Errol
13/01/03 @ 14:32
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mouse - What res. are those shots in ?
mouse [staff]
13/01/03 @ 14:38
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One's in 800x600 and the others are in 1024x768.
Errol
13/01/03 @ 14:38
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32bit colour ?
mouse [staff]
13/01/03 @ 14:39
#8
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Yes, all except the first one.
Errol
13/01/03 @ 14:53
#9
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cool.
daveo
13/01/03 @ 16:00
#10
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Anyone know if it'll run on WinXP Pro?
Errol
13/01/03 @ 16:02
#11
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I've got xp pro. Everything runs on it , surely ?
pjmaybe
13/01/03 @ 16:09
#12
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Nice SIMS style GUI. A vast improvement over Sim City 3000 - the icons were all over the place...!

Anyone know if they've sorted out the Bridging bug from SC3000 - no matter WHAT I did I could never get the thing to build a bridge over a stretch of water.


Peej
daveo
13/01/03 @ 16:16
#13
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WinXPPro - Except Black and White
WriterUK
13/01/03 @ 16:47
#14
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Somehow I thought those system specs looked a tad low. I don't think I've run SimCity 3000 on my current PC - I kicked the habit years ago - but I remember it chugging on an 'above minimum spec' PC. I fully expect the same for this.

Another reason to go upgrade, I guess... *sigh*

BTW Mouse: is it true the old three-bar demand system has gone? The residents used to demand commercial / industrial / residential zones, with three little bars reflecting the level of demand.. I'm sure I read somewhere it had disappeared.
WriterUK
13/01/03 @ 16:48
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ps Am I the only one who never uses disasters on his SimCities? I just get too attached to them, can't bear to see them decimated. :)
Steven Huckle
13/01/03 @ 16:52
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WriterUK,

Me to, the only time i ever used them was either when i was bored or it was all going horribly wrong :o)
pjmaybe
13/01/03 @ 16:55
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"BTW Mouse: is it true the old three-bar demand system has gone? The residents used to demand commercial / industrial / residential zones, with three little bars reflecting the level of demand.. I'm sure I read somewhere it had disappeared."

I sincerely hope so. That used to bug the PISS out of me on previous incarnations of SC...They'd clamour for residential units, you'd build them and the bloody things would just sit there and stagnate - resulting in huge waste of cash.

Me, I just built odd little grid patterned cities...always seemed to work OK. This looks a lot more free-form though, thank god...

Peej
FWB
13/01/03 @ 17:24
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There's no building editor,

Arhh, Maxis you cunning bastards. Releasing it in stages again, just like SC3000. First there's this, then they'll be SC4 w/ editor, followed by SC4 w/ editor and world buildings, finished off with SC4 w/editor, world buildings and specific UK landmarks. Fat chance of seeing the stuff downloadable.

and as for curved roads, the closest you can get is diagonal :) I don't think the zoning system is condusive to curved roads personally, and am quite happy to keep the block system.

I know its not that bad, but until we see proper curved roads there's no chance of creating a real European city (excluding Paris). I assume there's no pedestrianisation feature either? Its not something they've heard of in the US. At least tell me we can install congestion charges. :)

There are time periods, right? Is there a 1939 Berlin? :)

ps Am I the only one who never uses disasters on his SimCities? I just get too attached to them, can't bear to see them decimated. :)

I'm right there with you. I'd have random disasters on though. It can be fun fighting them, but actually creating one myself... oh no, no way. I love my city too much. I'm looking forward to the sim aspect to. I'm like a parent at heart. I want to cradle my little citizens and watch how their lives grow. Being able to follow individually is right up my street.

I wonder if we'll ever see racial and gender divisions in the game. I know the US likes to pretend that their society is equal, but none is. I'd like to have ago at creating *gasp* multi-racial neighbourhoods.
mouse [staff]
13/01/03 @ 17:25
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"is it true the old three-bar demand system has gone?"

Nope, still there. You also have more detailed graphs telling you which denisities are are demand, too. I think the system works quite well personally, just don't build too much of one zone in one go and you should be alright.
WriterUK
13/01/03 @ 17:28
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Blimey, build South Central and watch the tension simmer into a riot? Naaah, far too socially realistic for Maxis - much better to have a giant robot stomp the city. (Bloody good idea tho'.)

Thanks for the answer Mouse. I was hoping that hadn't completely gone - SC was always complicated enough for me as is.

I assume the big-nosed advisors have gone too in this new era of austerity. ;)
mouse [staff]
13/01/03 @ 17:32
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"I assume there's no pedestrianisation feature either?"

Not unless you count building large parks and plazas as pedestrianisation. Building pedestrian-friendly areas tends to encourage wealthy commercial areas to flourish as well, which are typically the hardest type of zone to get working well, so at least there's a reason for doing something for the peds.
mouse [staff]
13/01/03 @ 17:36
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"I assume the big-nosed advisors have gone too"

No, they're still there as well, in glorious Sim-ish 3D as well!
FWB
13/01/03 @ 17:42
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Blimey, build South Central and watch the tension simmer into a riot?

Ohh it'd be great. Manage the population, encourage the growth of socialism, facism or capitalism, declaring independence from the country, build an army, invade, create your own utopia. Muwahahaha.
Rodster
13/01/03 @ 18:52
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One thing I noticed regarding SC4 is it's a lot harder that SC3000/Unltd. City Revenues can get out of balance real quick like the reviewer mentioned. SC3000 seemed to be easier to get a City up and running. This not a complaint actually I find it a welcome edition. 'Follow the Money.'

As far as the Editor, that's a good question. Didn't Maxis release an editor a Couple of months after the release of SC3000, I can't seem to remember?

I do remember being able to download Cities and Landmarks from the Maxis Website.

One thing that's sorely missed is a Manual. It's a 45 page booklet. If you've played SCity before you have NO problem. If you haven't it may be a bit daunting. And I'm sure Maxis is hoping you plunk down for Dollars, Quids, or Euros for the Primis Strategy guide ;)

But the game is just awesome and worthy of a purchse. Just a performance note. Running the game in 16bit Mode versus 32 bit mode gives a nice performance boost. The Color Palette is very Subtle and IMO you aren't missing much.
Edited 1 times, most recently on 13/01/03 @ 18:55
Errol
14/01/03 @ 00:02
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Just ordered from the EG shop !
Shocky
14/01/03 @ 09:23
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Well, The game itself seems fine. Its the Fact it runs so bad on the latest hardware thats putting me off playing it. Im using an R9700 Pro card and 2.8Ghz Pentium 4 and Simcity 4 runs really bad. In both direct 3d(Hardware - Game doesnt even run in 3d so I don't know what hardware it uses if any) Opengl - Same as D3D.. And software mode - To my supprise software mode is the same as hardware and opengl meaning theres no hardware acceleration at all in this game. Might as well just give you cpu recommendations.

Also, They disabled scrolling with ATI cards which I have to manually enable in the options (I found no bugs while enabling normal scrolling - What where they thinking?)

Anyway, considering how poorly the game runs I can't enjoy playing it, So its gonna be spending most of its time in the box until they improve or tune it up a little.
Edited 2 times, most recently on 14/01/03 @ 09:24
Errol
14/01/03 @ 09:31
#27
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You must have 'problems' with your machine or something. Other people are reporting that it runs fine on machines far lesser than yours.

Do you have anti-virus software running, or something ?
Errol
14/01/03 @ 09:45
#28
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Shocky - You might find this forum useful:

sc3000.com - Sim city 4 Technical problems forum

Other people have been reporting problems with the Radeon 9700 etc.
mouse [staff]
14/01/03 @ 09:54
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And yes it is 3D. Otherwise how would you expect them to do the free-forming terrains?
Nemesis
14/01/03 @ 12:44
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I'm not sure about SC, I always prefer the Impressions stuff. Maybe some of you guys can post thoughts this Friday?
Errol
14/01/03 @ 12:48
#31
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I will post a mini-review on friday/weekend.
Nemesis
14/01/03 @ 12:52
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Nice one, cheers Errol.

I'm off to have a nose over in the forums.
FWB
14/01/03 @ 13:08
#33
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I always prefer the Impressions stuff.

Its always been the other way around for me. I find Maxis put more personality into their games.

Its good to hear that SC4 is so hard. I like a challenge.
Shocky
14/01/03 @ 15:44
#34
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No, Simcity 4 is NOT in 3D !! Your missing the point. It uses a different method of producing the 3D effect but its NOT a true 3D game. If thats the case why does it look and run the same in Hardware and software mode. Why? Because its NOT 3D and Its NOT hardware accelerated ! Well it has a hardware accelerated cursor but thats doesnt even work .. Ill be taking it back. Im not into 2D Dx7 games and run like shit.
Edited 1 times, most recently on 14/01/03 @ 15:47
Errol
14/01/03 @ 15:47
#35
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Does it really matter whether it is 3d or not ffs ? If it is a good game, it is a good game. Period.
Shocky
14/01/03 @ 15:50
#36
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Im not saying its a bad game, It looks fine for its type of game. BUT, Im not going to put up with slow performance, It drops as low as 1 fps to 14 at time !! You can't enjoy games like that. I would prefer to wait for them to fix it than force myself though a badly programmed game.
14/01/03 @ 15:56
#37
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I still say that there is something wrong with your PC, and more specifically your Radeon.
Shocky
14/01/03 @ 16:03
#38
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Theres nothing wrong with my R9700 Pro m8. Its running fine in real 3D games. Like UT2003 for example? I can run that at 1600*1200 and its perfect. And just to back up this, I have two R9700 Pro based systems, And simcity 4 runs like crap on both of them.
Sko
14/01/03 @ 16:12
#39
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"...you tend to miss that there's nothing really new here." - 9/10

Wuh? Stick the same game in a new box and it merits 9 out of 10? Or is this just so you can keep the "We don't sell bad games" label on the shop?

Bizarre.
mouse [staff]
14/01/03 @ 17:08
#40
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I never said it was the same game. When I said 'there's nothing really new here', I was talking more about the mechanics of the game. It's Sim City as you remember it at its core, but the overhaul Maxis have given it makes it worth playing, ESPECIALLY if you're a fan of the others in the series. It's just as addictive as the other Sim City's, but the new features really make it a worthwhile title despite not creating an entirely new experience.
sam_spade
14/01/03 @ 17:18
#41
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Mouse, can you import MP3s into it?
mouse [staff]
14/01/03 @ 18:07
#42
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I definitely saw options for custom audio tracks in the music settings window, but I never dabbled with it myself. Personally, I just played WinAmp in the background and turned their music off :)
sam_spade
14/01/03 @ 18:17
#43
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Cheers, I've heard some of the music, and it is bloody awful.
Azule
14/01/03 @ 22:58
#44
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Let me get this straight, The Sims works with SimCity 4. That's interesting.
Rodster
14/01/03 @ 23:50
#45
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Let me get this straight, The Sims works with SimCity 4. That's interesting.
=======================================
As I've been playing around with this feature it appears it's not much more than what's currently in the game. You have several Sims in the game and you can change their names if you like.

If you have a Sims game sure you can import your Sim but it gets you the same results as a stock Sim from SC4.

I've been reading on some Simcity websites that their have been problems importing Sims into SC4. I was thinking of purchasing The Sims but I think I will pass.
Khab
15/01/03 @ 02:03
#46
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Please do.
striker
15/01/03 @ 12:56
#47
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Just found it only comes out the 29th here in Portugal...
Must be a hint for me to study for my finals...
FWB
16/01/03 @ 03:31
#48
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Shame on you, Martin. :) Just checked out another review and you forget to talk about the multiplayer features. Might sound dull, but it certainly adds a boost to my expectations (if the thing works on my system, that is).
Errol
16/01/03 @ 09:09
#49
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Got my copy this am. Will put a mini-review this evening.
mouse [staff]
16/01/03 @ 10:42
#50
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"you forget to talk about the multiplayer features"

When I was reviewing it, the web-based portion of multiplayer wasn't up and running yet, so I thought instead of reviewing something I couldn't play, I decided to leave it out of the review. But for the benefit of others: there is a co-operative multiplayer feature, and that's all I know about it.

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