![]() I really like how the game allows you to see each line you’ve created by transit type, all at the same time. The bottom right hand corner of the screen is your build menu, allowing you to expand your network with relative ease. Obviously, you’ll want to keep this bar high and in the green by keeping your mass transit vehicles in good shape, your employees happy, and the citizens moving. Your reputation bar works pretty much the same way as it did in the previous game in that it tells you how likely citizens are going to use your services. In “Cities in Motion”, I often got lost in menus and statistics…I’m pleased to report that this didn’t happen here. I found the interface to be streamlined a bit better in comparison to the original game. The sandbox mode will allow you to mess around without running out of money. ![]() ![]() Though, I’m glad to see that I can bump up the difficulty if I’m feeling gutsy. I personally like the arcade mode, which is geared more towards people who like a casual experience. All three modes have three difficulty levels to choose from: arcade, normal, and expert. You’ll have the option to play with unlimited funds, enable optional tasks, and disable city growth, giving you full control over your sandbox experience. The sandbox mode is a great addition, as you’ll be able to choose a map and play for as long as you want without worrying about meeting deadlines. In the case of the latter, players are allowed to go at it in a free-for-all fashion or divide up into teams, much like in real-time strategy games. Multiplayer allows up to six people to play, both cooperatively and competitively. The tutorial can be accessed at any time in the options menu, should you need a refresher. You’ll be given a primary task with optional side missions to do for the sake of earning money and reputation. The campaign features a tutorial and is more scripted, providing the player with a natural feeling of progression. The three primary game modes (campaign, multiplayer, and sandbox) play very similarly, but each offer unique perks to the player in question to satisfy their current mood. I appreciate that you can place as many buildings as you want and then autofill the rest with the “generate buildings” option…it’s a time saver. You can adjust terrain, build roads & structures, and set different variables (how many citizens own cars, etc.) to help give your city life and its own personality. The map editor is also a welcome feature, giving players the ability to create their own cities. The online store is similar to that of “A Game of Dwarves” in that you’ll be able to purchase and download additional content as it becomes available. The settings menu covers your basics like screen resolution, graphics quality, audio sliders, and etc. Creating a new profile lets you assign a name, color scheme, and a logo which is then used in both single and multiplayer games. The main menu allows the player to experience the campaign, participate in sandbox and multiplayer modes, visit the in-game store, create cities in the map editor, manage profiles, and adjust game options. Before the citizens of this game revolt and vote me out of office (again), I’d like to thank Veronica Gunlycke from Paradox Interactive for providing me with a free review copy. Today, we’re going to take a look at “Cities in Motion 2” and determine whether or not it does things better than it predecessor. It’s important to stress that “Cities in Motion” is not a full-blown city-builder like “SimCity”. For those of you new to the series, “Cities in Motion” tasks the player with creating a transportation network successfully around a pre-built city. ![]() made the game a hundred percent better in my opinion, but it was clear to me that some improvements could have been made to make the game a bit more user-friendly for the casual folks. A capacity mod to double the size of the busses and etc. I enjoyed my time with “Cities in Motion”, but the difficulty curve was too darned high for my liking. Perhaps it had something to so with the fact that I failed in my attempts miserably. Unfortunately, I didn’t get the chance to take screenshots of my “successes” and email them to my local city representative. Needless to say, when “Cities in Motion” came out in 2011, I was all for showing…well, someone…how to handle traffic patterns and mass transit once and for all. ![]()
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