Jump to navigation
Sponsored by Alienware tracer
Advertisement

SimCity Societies Review

PC Review by Dan Whitehead

12 November, 2007

Back at the dawn of this bold new millennium, EA and Maxis had the idea of creating a game that would sit neatly in between their two globe-conquering franchises - the detail-obsessed SimCity and the close-up antics of The Sims. Simsville was to be the name, but the project was canned in 2001 when it became clear that more straight Sims spin-offs were what the public craved most. Six years later, and Simsville is back - at least in spirit.

Like its abandoned predecessor SimCity Societies zooms up from The Sims and down from SimCity, in the hope of finding some nook or cranny of gameplay left untapped by those twin leviathans of PC gaming. In doing so, it has raised the ire of fans, who have screamed bloody murder at the notion of a SimCity game without zoning and micromanagement, but most of all at the sheer horror of a SimCity game produced by someone other than Maxis. Caesar IV developer Tilted Mill has been called to bat this time out and while the kneejerk fears of the hardcore SimCity crowd haven't been particularly constructive, they've turned out to be fairly accurate. Societies is a muddle of ideas, tied to a rather lumpy city building engine.

There's not much point comparing it directly to SimCity games of the past, since it's almost completely different in style and tone. SimCity 4 may have grown terrifying and bloated for the average player, but Societies simplifies things to an often depressing degree. Rather than designating zones for industrial, commercial and residential use, you now place individual buildings. This is the biggest change, and it fundamentally alters what SimCity is about. In place of the pragmatic red, yellow and blue zones of old, we now have six ephemeral "social energies" - productivity, prosperity, authority, creativity, spirituality and knowledge. Every building either produces, or consumes, one or more of these energies. So, for instance, a museum for children creates knowledge but consumes creativity.

'SimCity Societies' Screenshot 1

Cities dominated by Authoritarian ideals feature buildings that can intimidate and brainwash the population.

"Wait a minute", I hear you cry, "Surely a kids museum would foster creativity?"

And you'd be right. In the real world. But this is Sim World and the energies often manifest in less than logical ways. Blue collar workplaces like a textile factory should, you'd think, add productivity to a city yet instead they use it up. It's not always clear what the criteria is for consumption over production, so the whole concept of "social energies" ends up rather vague and woolly. Not that this matters, since the game includes a rather clunky workaround in the form of decorations. These are items that serve no practical purpose, yet boost your city's supply of the various energy types. In other words, should you not have enough spirituality for your monastery to "work" (again, how does that make sense?) you can simply build a prayer bell and the problem is conveniently resolved. Quite why a bell provides more spirituality than a bloody monastery is just one mystery the tutorial fails to explain.

And it's here that the first of several flaws in the core game design become apparent. The tutorial handily tells you that your power stations don't need to touch or connect to the buildings they supply. It's true. You can plonk a nuclear plant on the other side of the map, and the electricity magically flows to your buildings regardless. The tutorial also encourages you to think of the "social energies" in the same way as electricity - a resource that every building requires to operate. Can you see where this is leading? That's right. You can boost your supply of any energy simply by scrolling to a distant corner and slapping a bunch of decorations down. Build five public murals in the middle of nowhere, miles from your city, and you can get 40 creativity points despite the fact that none of your citizens can actually see them.

'SimCity Societies' Screenshot 2

Natural disasters are back - although your Sims still grumble about not having enough entertainment, even as their house gets destroyed.

That's not the only quirk. The relationship between population and accommodation is unclear as well. I had a city with almost 3,000 inhabitants despite only having built accommodation for a few hundred. And yet apparently none were homeless. Weird. The same is true of jobs. Each workplace you build only offers a handful of jobs, yet the population seems to grow in leaps regardless of career opportunities. Regardless of anything, in fact, since you'd have to deliberately make your city deeply unpleasant in order to even slow the tide of new citizens. Desperate Sims can go "rogue" and start causing trouble, but you literally have to make your city a living hell before that becomes a real problem.

Yet the game does a fairly good job of giving the illusion of depth. There are statistics galore, and loads of little numbers attached to almost every icon. For the casual gamer, who the game seems to be aimed at, it all looks very impressive. And there are balances to be struck - even if it is just between work and fun, with Venues supplying the latter and occasionally offering temporary status boosts like nickel beer night at the ball park, or a glitzy movie premiere. You can opt to build a city dominated by one type of energy, in which case the environment evolves to suit the mood - from dystopian nightmare for Authoritarian cityscapes to pastoral tranquillity for those governed by Spirituality - but, beyond seeing what each of the 500 available building types look like, there's not much incentive to keep plugging away to unlock them all. Thanks to the disconnect between what you do and how the city develops, there's no real sense that you're building something tangible. Sandbox games like this inevitably hit a plateau at some point, where the desire to tinker must become a need to keep playing if interest is to be maintained, and Societies hits that plateau much sooner than its rivals. This is even despite the presence of a freeplay mode, available from the start, which removes all restraints from the buildings you can purchase and place.

'SimCity Societies' Screenshot 4

That green glow means that this Venue has a special event that can be triggered to alter your Sims' moods.

There's definitely mileage in a city building game that acknowledges the fact that people live there, not just statistics, but City Life already did the "social energy" concept in a more interesting way by actually focussing on friction between social groups. In Societies, even though you can click on each inhabitant to see how they feel, the energies are all attached to the buildings, not the people. They may turn into hippies, or cops, or even clowns should they spend the right time in the right place, but there's a creeping sense that your choices are affecting the visuals a lot more than the gameplay.

Things aren't helped by the rather crude build interface, which bizarrely allows you to rotate items and buildings at 45 degree angles, even though you can only build roads in straight lines. Yep, that's right - we're back to the old right angled corners, with a jittery road placement tool that would have felt clumsy ten years ago. Unless you're painstakingly patient cities end up following make-do layouts, their jagged highways populated by a jarring mixture of building styles and types dictated by the nebulous "social energy" concept rather than anything that looks or feels like genuine city planning.

Those Maxis-faithful naysayers who crowed that Tilted Mill would sully their beloved series have sadly been proven right as the game suffers from many of the same complaints levelled at the studio's previous game, Caesar IV. But let me make my final point quite clear - Societies doesn't stumble just because "it isn't SimCity". Fresh takes on old concepts should always be welcome. It stumbles because it's a generally unsatisfying patchwork of a game, dragged down by inconsistent gameplay, outdated design and weirdly implemented ideas.

5/10

Read our Scoring Policy

Advertisement

Are you excited about SimCity Societies on PC?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-27 of 27 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
Syrok [mod]
12/11/07 @ 07:37
#1
0
You buried this comment
Comment below viewing threshold
Show
:(
Why can't they just remake SimCity 2000?
Rayn
12/11/07 @ 07:38
#2
0
You buried this comment
Comment below viewing threshold
Show
A shame. For some reason I wanted this to turn out good, maybe 'cause I used to love the franchise in its humble beginnings oh so many moons ago.
sam_spade
12/11/07 @ 07:39
#3
0
You buried this comment
Comment below viewing threshold
Show
Booooo!
Eraysor
12/11/07 @ 08:07
#4
0
You buried this comment
Comment below viewing threshold
Show
I had no faith in this game from the moment it was announced. They should have just used the extra staff on Spore ^_^
Agent_Llama
12/11/07 @ 08:11
#5
0
You buried this comment
Comment below viewing threshold
Show
+1 to comment regarding Sim City 2000, quite possibly the series' high point, and probably my most-played SNES game. 3000 and 4 haven't got the same magic, and 4 runs dreadfully on my Mac, the Rush Hour traffic missions have a frame-rate that leaves them unplayable.

I always thought it a pity that Simsville was canned, seemed like a decent idea, but Societies sounds a bit rubbish.
Edited 1 times, most recently on 12/11/07 @ 08:11
sailesh
12/11/07 @ 08:15
#6
0
You buried this comment
Comment below viewing threshold
Show
d'oh!

This looked kinda cool in the initial teasers. What a shame.
UncleLou
12/11/07 @ 08:21
#7
0
You buried this comment
Comment below viewing threshold
Show
What a shame. Never expected anything else after reading about the features and seeing the screenshots, but it's still disappointing.

What they could have done with today's hardware.
haowan
12/11/07 @ 08:29
#8
0
You buried this comment
Comment below viewing threshold
Show
Sounds crap. What a travesty.
Talha
12/11/07 @ 08:45
#9
0
You buried this comment
Comment below viewing threshold
Show
So they killed SimCity. Why, oh why did they have to name it 'SimCity Societies'? it could just have been SimSocieties. Meanwhile I would be happily plugging away at SimCity 4.

What a waste of time and resources. I don't mind esoteric ideas, I don't mind changing gaming fundamentals, but they should result in something MORE FUN than the original. And what is this 'casual' gamer BS? When people started a SimCity game, they KNEW what they were getting into, even if they continued to suck at it (like yours truly).

All this does have a silver lining though: The next SimCity game will be true to the originals. Lets go ahead, NOT buy this, and make it a flop.
frombrosis
12/11/07 @ 09:01
#10
0
You buried this comment
Comment below viewing threshold
Show
Terrible. Terrible. Like others here, I'm a SimCity 4 faithful. When I first heard about this game I was hopefull. After reading the first preview, I was sceptical. After reading this Eurogamer review, my intial fears have been confirmed. EA destroys yet another brand.
Lexx87
12/11/07 @ 09:09
#11
0
You buried this comment
Comment below viewing threshold
Show
Oh noes!
Dukkha
12/11/07 @ 09:14
#12
0
You buried this comment
Comment below viewing threshold
Show
I really wanted this to be good. Been waiting for a good Citybuilder sim far to long now.
ERG1008
12/11/07 @ 09:47
#13
0
You buried this comment
Comment below viewing threshold
Show
Yep, disappointing.
Looks like I'll be sticking with SC4 & City Life until a newer, decent city builder arrives.
monkeymagic
12/11/07 @ 09:52
#14
0
You buried this comment
Comment below viewing threshold
Show
The new City Life game is looking pretty good. The developers have been camping out at the Simtropolis forums for a while now, getting feedback from hardcore Simcity players. Hopefully they'll take the advise on board, and from the little info and screen shots they've released, it certainly looks promising.
Nallen
12/11/07 @ 10:55
#15
0
You buried this comment
Comment below viewing threshold
Show
I'm pulling my sad face.
Daymare
12/11/07 @ 12:03
#16
0
You buried this comment
Comment below viewing threshold
Show
I'd like a LEGO (Sim)City.
sajuuk
12/11/07 @ 13:56
#17
0
You buried this comment
Comment below viewing threshold
Show
Good review, they never should of taken maxis off the job.
DougC
12/11/07 @ 14:55
#18
0
You buried this comment
Comment below viewing threshold
Show
I so wanted to like this as I wanted somthing a bit more casual than Simcity, but alas, it seems they've just went to far and screwed it up

Role on "Cities Unlimited" next year then then, I hope Monte Cristo don't mess that up.
cammo2007
12/11/07 @ 15:07
#19
0
You buried this comment
Comment below viewing threshold
Show
While I recognise there's a place for casual gaming, it is possible to go too far. This game has, unfortunately by the sounds of things.

I really really like the idea of a social aspect being applied to the SimCity game, but this game has gone about it the wrong way.
AOFanboi
12/11/07 @ 16:38
#20
0
You buried this comment
Comment below viewing threshold
Show
Why can't they just remake SimCity 2000?

Isn't that what SinCity DS is?
darc
12/11/07 @ 16:57
#21
0
You buried this comment
Comment below viewing threshold
Show
As much as I hate to post one of those "sounds more like a..." comments, 5 seems really generous. Having read the review, you'd have to pay *me* to get me to play this game.
Edited 2 times, most recently on 12/11/07 @ 17:02
YourMessageHere
12/11/07 @ 20:19
#22
0
You buried this comment
Comment below viewing threshold
Show
Game experience aside, I can totally get how a museum fosters knowledge but consumes creativity, and a prayer bell creates spirituality while a monastry consumes it. A museum is all about disseminating knowledge about what has already been created. Artifacts like prayer bells inspire people to be spiritual, while monasteries rely on the pre-existence of spirituality to exist themselves (no monks -> no monastery, plus monks in monastery being spiritual = monks not in society being spiritual). Assuming these examples are typical rather than exceptions, this seems more like common sense everyday logic filtered through a game mechanism than Sim City 2000 ever did.
Edited 1 times, most recently on 12/11/07 @ 20:20
steveb07
12/11/07 @ 20:26
#23
0
You buried this comment
Comment below viewing threshold
Show
I remember watching a preview of this on the 1Up Show months ago and it looked really good. I was enjoying all the things they showed you could do within the game to your people.
Its a shame they appear to have shagged up a great idea of a game but I will still play the demo should one be released to see for myself.
DanWhitehead
12/11/07 @ 22:03
#24
0
You buried this comment
Comment below viewing threshold
Show
Assuming these examples are typical rather than exceptions, this seems more like common sense everyday logic filtered through a game mechanism than Sim City 2000 ever did.

The rather fuzzy application of "social energies" is the least of the game's flaws, but here's another example - in fact, it's the first thing you see in the tutorial. You place a cottage, but it doesn't "work" because there's not enough creativity. Huh-buh-wha? It's a house. Why does it need creativity? And how does it "not work"?

Concepts such as creativity and spirituality simply don't work as finite resources in a game. Logically speaking, you can't "run out" of spirituality. A monastery requires spirituality to "work", OK, I can understand that. But then why does it not also create spirituality? It's turning Sims into monks! These are abstract emotional concepts that are self-replicating. Creativity fosters more creativity, not less.

You can argue that, in gameplay terms, it only works if you treat them as finite resources, the same as electrical power and money, but then doesn't that undermine their use in the first place? You could just as easily call them Magic Bongo Bean Particles and the effect on the gameplay would be the same. The core conceit behind the game - "social energy" - simply doesn't make sense.
Talha
13/11/07 @ 06:02
#25
0
You buried this comment
Comment below viewing threshold
Show
@YourMessageHere : Yes there might be a valid point there. But the thing is, it shouldn;t have taken a forum poster to explain this concept - it should have been made apparent to the player by the game itself
BradMillette
14/11/07 @ 01:15
#26
0
You buried this comment
Comment below viewing threshold
Show
I was really looking forward to this one, and here you've dashed my hopes. Curse you, Daniel "Sycamore" Whitehead! Think it'll be worth a purchase once it hits bargain bins?
cammo2007
21/11/07 @ 05:41
#27
0
You buried this comment
Comment below viewing threshold
Show
From article:
"In place of the pragmatic red, yellow and blue zones of old"...

I do believe it's GREEN, yellow and blue, mate. :) Or at least it was last time I checked, which was today.

SC4 definitely used green, yellow and blue (and orange on the minimap to point out landmarks or civic buildings).

AOFanboi: SimCity DS is more like 3000 in nature. The graphics are definitely 3000's set, anyhow.

Comments: 1-27 of 27 in total

Want to comment on this article? Log in, or register!

Get Games.  Download Great PC Games!

X View gallery