Review: Kingdom Hearts 358/2

**This review was originally published at www.gamefocus.ca You can view the original review here**

Kingdom Hearts 358/2 Days is the story of Roxas, the “heartless” version of the series’ main protagonist, Sora. Organization XIII, a group of powerful “Nobodies” or beings without hearts, has recruited Roxas as its newest member, and the story of this game revolves predominately around developing the story of Roxas and the Organization.

Gameplay

358/2 Days is not a continuation, but more of a development of the story from Kingdom Hearts II. If you are a newcomer to the series, there will be some gaps that can only be filled by playing through the previous games. Kingdom Hearts is one of those IP’s with a GREAT story, and to neglect the previous games and jump into 358/2 is doing it a disservice. The progression of the story of 358/2 is predominately mission based. This slight change from the past is welcome. I enjoyed the structure and story that playing various missions provided, even though extended playing sessions brought a feeling of repetition along with it.

Battle sequences are action packed. A great amount of pleasure comes in dispatching a large amounts of foes at once. As with Sora, Roxas is also capable of wielding the keyblade, this makes combat play quite similar to the previous versions of the game. The shortcut system allows you to control your player with ease, being able to switch between magic and items quite easily. Another new feature in 358/2 Days is the limit break feature, which is a special power that can only be activated at low health, and is truly a lifesaver! Each character has its own limit break move.

The new “panel system” for 358/2 Days is a complete customization of how your character is built and what they are geared to do best. As you level up and gain new powers and abilities you are able to manipulate them on your panel board on an as need basis. You can tailor your character on the fly for specific boss fights or in multiplayer mode you could create a super group with friends where each players character meets a specific need in the group. Considering Square Enix’s penchant for elaborate character development systems, especially in the last few Final Fantasy games, a system like this was bound to find its way to Kingdom Hearts. The concept and execution of the panel system is very well done. The panel system is really the only portion of the game where the stylus is used. I would have liked to have seen the stylus used a little more in other elements of the game. Using the stylus in combat situations for example, would have taken advantage of the differences that the DS has to offer the game.

It has been noted frequently (and most popularly in the web comic Penny Arcade), and I’ll note it again here, the tutorial is quite long. The drawing out of basic instructions such as running, jumping and moving the camera are really unnecessary. The first time I sat down to play it, I actually had to take a break while in the midst of the tutorial as I was getting quite frustrated.

Graphics and Audio

By DS graphical standards, Kingdom Hearts 358/2 Days is well above average. The character detail is exceptional and spell effects and animations are very well done. The major concern for me in this game was the camera control. Not having the advantage of the analog stick from PS2 versions of the game, you find yourself struggling to see all around you at times. While it is certainly a frustration at first, this is something you get used to as you play and I found it to be simply a minor inconvenience throughout the rest of the game.

While some of the music has been pulled from previous Kingdom Hearts games, that doesn’t make it any less great. It would have been nice to have a little more original content in the game. When you couple the general sound effects and music together, Kingdom Hearts 358/2 is impressive.

Value

Kingdom Hearts 358/2 Days is the first in the series to feature a multiplayer component for cooperative play. In multiplayer you have the ability to link up with 4 other friends and you all can play as various members of the Organization. Having a feature that allows you to play the game with your friends significantly increases the value of the game overall. For a small group of friends who are all fans of the series I could see this being a great way to spend an evening!

Unlike other Kingdom Hearts, this version lends itself well to being able to pick it up and put it down making it a game you can play for quite a long time and still enjoy when you do play it. There is though, enough meat in this game to satisfy the person who wants to play this game very seriously and tear though the content. There is well over 50 hours of gameplay in Kingdom Hearts 358/2 Days if you play this game to its fullest. A great value!

Conclusion

The development of the story of Organization XIII and Roxas is a fantastic, and even necessary, addition to the Kingdom Hearts IP. The games just would not have felt complete without some deeper insight into the Organization and its members, and the relationships there. The DS holds its own carrying the torch for the story and any fan of Kingdom Hearts will find this game a pleasure to play.

Review: Trine

**This review was originally published on September 16 2009 at www.gamefocus.ca You can view the original review here**

Trine is a side scrolling “physics-based action game” by Frozenbyte.  In Trine your objective is to work your way from one end of the stage to the other using all the tricks and abilities available to you via your three playable characters.  Each one has different talents which we will explore later on.  To succeed in the game you will need to come up with clever solutions to tricky situations.

Gameplay

In Trine you play 3 characters – the Warrior, Thief and Wizard.  The objective of the game is to navigate the levels using the various abilities of the three characters to make it through.  The Warrior is your fighter, use him to hack and slash through the various enemies you will encounter along the way.  The Warrior isn’t ALL fighting though; you come equipped with a shield, to protect you from falling objects and various calamities that you may face.  The Thief uses her grappling hook to swing over large gaps or obstacles or get over tricky spots.  The Thief is also equipped with a bow and arrow.  While less effective at dispatching the baddies, the bow and arrow can come in useful when you may be separated by distance from a group of enemies.  The Wizard, while having no REAL offensive abilities, can use his telekinetic powers to move objects, he can also conjure up boxes and planks to use to climb up to areas you may not be able to jump or grapple to.  The added side benefit to creating boxes is the humor in creating one and dropping on an enemies head (the ol’ box on head trick never fails)

The real gimmick to the gameplay in Trine is your ability to switch playable characters on the fly.  Ready for some roleplaying?

Imagine being trapped in a cavern.  You were lured down there by an experience vial that was just dying to be picked up.  Initially, there appears to be no way out.  As you contemplate your fate – you hear skeletons approaching!  At the same time you see above you, a branch.  What do you do?  Here in lies the pleasure of playing Trine.  You have options!  Switch to your Thief; use the grappling hook to swing yourself up on to the nearest ledge where you can dispatch the skeletons from a distance.  Let those skeletons come to you, why should you be afraid!?  Switch to your Warrior and dispatch them quickly and easily – then switch to the Thief to grapple out.

As in life there is generally many ways out of a tricky puzzle or situation in the game.  Some obstacles are clearly designed with one of the characters in mind (ie Using the Wizard to move a giant rock fist on a track so it smashes a wall, creating a passageway to progress)  But in general the paths to success are plenty and they are all fun.  You will try to find different ways to tackle problems.  You will also have fun with trial and error, simply doing things to see how they work and coming up with original ideas to the same problems – even when the easy solution is obvious.

There are a few drawbacks to gameplay worth noting.  Some of the physics of the game don’t seem quite right.  You can appear, for example, to be balanced in the middle of a seesaw type beam yet it still insists on moving to one side or another, making controlling wheels and beams and sometimes a chore and other times downright frustrating.  Some of the situations you run into are a little complex, yet the Wizard has a limited energy bar which does not regenerate – meaning if you NEED your Wizard to get out of a situation and you run out of energy while trying to accomplish this, you are forced to restart from the last checkpoint.

Graphics and Sound

The graphical quality of Trine is second to none.  Lush backdrops, excellently designed and details levels, make Trine a visual treat.  There are multiple options in the graphics menu to suit your computers capability and at its peak Trine is simply a stunning game.  The visuals are the star of the show in Trine and you will play it for the graphics more than any other reason.

The narration of the story of Trine is a great addition to the game and the voice actor used brought a level of lore and story to the game that simply would not have been there otherwise.  I feel this addition adds value to the game significantly.

Value

There is definitely some moderate replay value in Trine.  As I mentioned previously, you may find yourself re-doing certain areas of the game that you would like to explore more, or see if you can come up with a different way to solve the puzzle.  It should be noted that Trine is available on Steam for $29.99 but will be downloadable on the Playstation Network for PS3 soon for $19.99 – no idea why the PC version costs $10 more.

Conclusion

We have come a long way with side scrollers since the days of Super Mario Brothers and Contra.  Trine is a visual treat; the puzzles are a challenge and the solutions plenty.  While the game is a little overpriced on PC, it will be available on the PSN in the coming weeks at $19.99.  If you own a Playstation 3 it would be a great addition to your downloadable games collection!

Review: Need for Speed: Shift

**This review was originally published on September 30 2009 at www.gamefocus.ca You can view the original review here**

I like racing games.  Between the thrill of competition and the stress relief of being able to slam your virtual car into someone else, there isn’t much better value for your gaming dollar then a good, in depth racing game.  That being said – I don’t own a single edition of Need for Speed.  Racing is serious business to me, I come from a long line of speeders and when I want to get my race on, I don’t want a game geared towards teenage street racers, pimping out their rides.  I am looking for a realistic, in depth and thrilling experience.  I want the car to feel like a car, and when I upgrade the car I want to feel those subtle variations in handling, braking and acceleration.  I want graphics that the most amazing cars in the world deserve and I want tracks that look like you could reach out and touch them.  High expectations?  Hell yes.  Possible?  Absolutely.  The question then is: Has Need For Speed grown up or is it just another in a long line of disappointing street racers?

Gameplay

Need for Speed Shift features 3 racing modes: Career, Quick Race and Xbox Live.  Quick Race is your typical “I want to race now” option.  In Quick Race you can choose a number of race options from the style of race (Race, Drift or Time Attack) the number of laps, competitors and even the time of day you choose to race in.  Of course you can also choose your track.  Xbox Live mode features a Versus mode and a Driver Duel mode.  In Versus mode you are able to choose between driving in a Ranked or Unranked Match with the leaderboard’s being viewable in game.  Both of these modes are necessary components of any modern racing game and have all the features you would expect to see.

Career Mode in Shift is obviously the real substance of the game.  Your objective in Career Mode is to progress through 4 tiers of racing to qualify for the Need for Speed Live World Championship.  Each tier has a number of events in a number of race types.  The race types in Career Mode include 1 on 1 races, time trials and traditional multi-lap races.  All the race types in Need for Speed Shift offer challenge and fun, there was certainly nothing I found missing or that I desperately needed to see.

In Career Mode you also have the ability to choose ownership from over 70 different cars from BMW, Audi (both seemed to be favorably featured) as well as Ford, Chevrolet, Mazda and many others.  In your Garage you can upgrade your car, add or change its decals and even alter the rims.  For the serious auto enthusiasts out there, you also can fine tune your car in the “Tuning” section, making it feel and react precisely the way you want it to.  There is quite a bit of customization available in the garage.  All of the cars and upgrades are sorted by the tier of racing they apply to, this user interface feature is a great addition to the game, making choosing a car and its upgrades very easy.  While I personally feel the amount of cars could be larger, the variety of vehicles in the various tiers does offer you many exciting opportunities.

The tier system itself is a progression based system where you earn “stars” based on your race performances to move up to the higher levels.  In addition to the tier progression there is also a level progression which is separate.  You earn points in the race for various achievements or events such as cleanly passing another car, or following the racing line and taking corners perfectly.  The game has the ability to identify your style of racing based on how you react to certain situations (ie do you ram a guy off the road or wait for the perfect time to safely pass?) and assigns you a designation as either an “Aggressive” driver or a “Precision” driver.  As you earn points and gain levels you also build a custom insignia based on your style of driving.  With both the tiers and the levels as progression goals, Need for Speed Shift gives you something to reach for every time you turn the game on.  Getting that “next level” is definitely a concept that the developer wanted to capitalize on, and they have perfectly here.

The controls in Shift are standard for any Xbox racing game, and while there is the option to change the controls to 2 other configurations types, I found the default controls the easiest to manage.  Overall, controlling the car was fine.  The responses in some cases seemed a little too much compared to the amount of force I was using to turn, and there were some situations where I definitely felt I was going into a slide or drift for no real reason.  These control “quirks” were only minor inconveniences and while they persist all through the game I have found ways to adjust my driving to minimize their effect.

Graphics and Sound

The graphics in Need for Speed Shift for 360 are the best graphics I have seen for a racing game on Xbox 360 yet.  Now that I have said that, I found the cars to not look as sharp as I had hoped (and certainly not as sharp as they appear in official screenshots)  While I have not played the Playstation 3 or PC versions of the game, I suspect that due to various processing and graphical power enhancements in those systems, the cars would look a little better.  The tracks and surroundings look great and I found them to be about what I would expect in a brand new racing game.

There are some interesting noise quirks in shift that eventually began to drive me crazy, such as the sound the car makes when it shifts.  Considering how many times you shift gears in a race, it would have been nice to have a more realistic sound there.  I did like the notifications of last laps and other miscellaneous bells and whistles to notify you of times and what not.  The main sound feature of Shift though, is the narration.  While some of the comments when not racing are clearly designed with the game progression in mind, he does also play the role of your team manager.  Starting each race with a “Go, Go, Go!” or something like that was a fun element they added that I enjoyed.

Value

I really enjoy the “progression” aspect to Shift.  When you sign on to play there is always a goal, always an objective that needs to be reached.  There is hundreds of hours of gameplay in the career mode alone, and the online modes will provide players with many enjoyable racing nights.  Shift is a great gaming value and definitely a buy recommendation.

Conclusion

Need for Speed has grown up.  Dropping the street racing concept and moving to be a legit racing “simulation” was a good move.  The people who bought the first 3-4 very popular games, aren’t 17 years old anymore, they are in their mid-late 20′s and wanting something more from their racing games.  Need for Speed is moving with its playerbase and it is a move for the better.  Not only did they name the game Shift, but I think they shifted into a new and exciting direction for the Need for Speed franchise.

Review: Aion

**This review was originally published on October 13 2009 at www.gamefocus.ca You can view the original review here**

Aion : Tower of Eternity is the latest offering from NCSoft, the company that brings us the Lineage, City of Heroes and Guild Wars games. The fantasy genre of MMO’s is very crowded, and the expectations are high. Aion needs to not only bring the goods right away but continue to deliver top of the line content and an exceptional game experience if it intends to compete with the other major players. In this first look review we tell you what Aion brings to the table from the get-go and where the value lies in this exciting release.

The setting for Aion is the world of Atreia, sundered by the “Cataclysm” into two sides of a shattered planet. The two playable races: The Elyos and Asmodian live on opposite sides of the now divided world. In the center of Atreia lies the “Abyss” the home of the Balaur, a non playable, but very important race in the world of Aion. The Abyss is the home of PvP in Aion as Asmodians, Elyos and Balaur all struggle against each other for dominance. The story in Aion is deep and intriguing. NCSoft has spent a lot of time working on the background for the game. Creating a fantasy world from scratch is NOT easy, hence why a great deal of MMO’s are based on already established IP’s. Aion has taken great care to fully explain the who, what, when, where and why of the story of Atreia.

Gameplay

What was once a ground breaking system in City of Hero’s is now the generally accepted minimum for character creation in a new MMO. Such is the way with MMO’s and the bar constantly raising. In Aion you can fully customize your characters proportions and features to your heart’s content. Sliders exist for virtually every feature. There is of course also a randomization option if you just want to get into the game and get playing. This freedom has created some very attractive character models, and some very entertaining dwarf sized people with afro’s. Again, as with most modern character customization systems now, the act of making your character is a thoroughly entertaining experience in and of itself.

You choose between 4 “base classes” to start – Warrior, Mage, Priest and Scout. From this initial archetype comes 2 classes in each base class. You don’t choose your final class until you “ascend” at level 10. You will then have the choice of becoming a Gladiator (Melee DPS) or Templar (Tank) from the Warrior class, a Spiritmaster (Pet Based/Ranged Spellcasting) or Sorcerer (Ranged Spellcasting) from the Mage class, an Assassin (Melee DPS) or Ranger (Ranged DPS) from the Scout class or a Cleric (Main Healer) and Chanter (Support Healer/Buffer/Melee DPS) from the Priest Class. As you can see, Aion doesn’t break any molds in the “fantasy” class archetypes. The classes all have firmly defined roles and obligations in a group. While at later levels there is some customization in the form of the “Stigma” system; the classes generally remain firmly entrenched in their root purposes.

Entering the game world itself you now get a first look at the user interface of Aion. Now that we are here, let’s take care of the elephant in the room right now. YES, Aion “looks” like World of Warcraft. Do you think World of Warcraft was the first game to feature action bars and a mini-map? NO. Just as World of Warcraft did with Everquest and other predecessors, Aion has taken a lot of the exceptional and proven elements of other MMO’s and perfected them. This circle will never change and eventually someone will take a feature of Aion’s and alter it and un-informed people will call the game an “Aion Clone” If you don’t play Aion because you think it’s a “WOW Clone” you need to educate yourself on the history of MMO’s and get your head out of the sand. /endrant

Back to business… The main gameplay UI in Aion is fabulous. Taking its cues from hundreds of other games, Aion utilizes ability buttons on an action bar. The bars and mini-map are all tied up in attractive artwork. The main screen UI is scalable, and can also be shifted from its default bottom of screen position to the top of screen. It seems obvious when you move it to the top, from an appearance standpoint, why NCSoft chose to make the bottom setting the default. It doesn’t seem at this point that UI add-ons are going to be a part of Aion, though an extensive macro system is in the game.

There are some elements of the user interface that definitely need some work. The search functions are quite weak, it’s hard to understand how a game could be released without having the ability to search for people by Legion (the name of the in game communities in Aion) The Legion system system definitely needs some work as well. I am surprised that 5 major updates into the launch version, they still have not added the ability for Legion members to deposit and withdraw goods from the Legion Warehouse. There is also no ability to customize the rank names, or change their position, or add ranks. All three of these features seem like common sense items that do not appear in Aion currently and I am at a loss to explain why.

There are no earth shattering elements to the way you play Aion. The game takes its cues from popular predecessors, with familiar methods of advancing your character and moving forward in the game. There are plenty of quests with typical goals and objectives – kill this, collect that… Questing as the main method to advance your character is not an uncommon element to modern MMO’s and definitely seems the way to go in Aion. While you generally will play solo up until level 10, after that you will find it more and more advantageous to play with friends to tackle objectives. There are group areas, even in the early zones, which require a team to complete the quests related to them.

Playing Aion you will find the ability combo system to be one of the more enjoyable elements. There are abilities in Aion which are not usable until other actions are performed. These chain abilities typically flow from the previous abilities animation making for a smooth and exciting chain of events. Combos can extend up to 4 abilities long in some cases, there is also occasionally more than one option in terms of chained abilities, all with various cooldowns. This element implements the idea of strategy and choice into every fight you undertake. While it is yet to be seen, I would suspect in “endgame” situations, the theory and data behind your combo choices will be a strong factor in your strength as a character. There is certainly plenty for the fan of data and number crunching to chew on here.

Graphics and Sound

There are a small handful of games at the VERY TOP of the graphical spectrum in MMO’s right now. With EvE Online and Age of Conan I would certainly feel comfortable putting Aion at the highest end of the graphics spectrum. In virtually every measureable way you can compare graphics in an MMO, Aion shines. The UI is clean and designed to not only look asthstetically pleasing but be very functional. The player models are of the highest quality (make a female Elyos, really…do it) The landscapes are…amazing. I am a HUGE fan of the animations in Aion and I feel from a graphics perspective that is where Aion really wins. Every animation and spell cast is a blaze of light and glory. Your VERY FIRST actions in the game are performed by your character with such force and determination it certainly lets you feel the power that your character will have. I lost count of how many times I said to myself “I can’t wait to see how the abilities look later on in the game, if I look THIS GOOD now!” No game makes hacking and slashing look as good as Aion does. There isn’t really many more adjectives I can use without repeating them to tell you that Aion Online is easily in the top 2-3 best looking MMO’s in the world right now.

The score in Aion is very well done. I found the music added to the experience of the game very effectively. When entering a battle the music changes from the default music for that area to a more action based song while you are in combat. The changing of the music depending on the situation, while not a new idea, is expertly executed in Aion. There are a number of voiced cut scenes, which add an element of story to the game that is not a common element to many MMO’s (we should see a lot more of this in the future though i.e. Star Wars)

Value

I’ve chosen to wait until now talk about flight for a few reasons. Flight for Aion is their crown jewel of gameplay. Flying, as part of your characters normal makeup has never been done. It is ingrained in the story and the actions of Aion intimately. Let me give you an example of how I think Aion took their signature element and kind of missed on it.

You just finished off your “ascension” quest and have been summoned to your races capital city to be recognized as a “Deava” The cut scene when you arrive shows an elaborate ceremony – this is clearly a big deal. You finally are able to join your fellow players in free flight. The excitement of the moment as the cut scene ends is palpable. Back in game and now winged, all you want to do is try out this new, exciting feature! What’s this? Why isn’t it working? What do you mean I can’t fly here? – Your ability to fly is not unfettered, and most disappointingly, you can’t fly in the capital.

While I acknowledge that flights primary value is seen in PvP in the abyss, it could have been, and still has potential to be much much more. I find flight at the moment to be not much more than a gimmick and certainly not an element of the game which I log in to participate in or experience. Flight to me doesn’t create the perception of value that NCSoft wanted it to create. Interesting element? Yes Element that makes you want to buy and play Aion? Not Really.

Aion is priced along the same lines as other MMO’s using the monthly subscription model. There is a lot of competition in the “fantasy” MMO genre and I think Aion gives the player more than enough to deserve their money. As with any new MMO, you can’t compare its content versus a game that has been out 3-4-5-6 years. By releasing in Korea first and releasing version 1.5 as the initial western version, NCSoft has been able to show the western playerbase that they are going to support the game with regular updates, adding to the gameplay often. While Aion doesn’t have 10 “tiers” of end game content YET it will eventually. I expect Aion to be a beautiful, rich gaming experience down the road.

Conclusion

Aion is very close to being a perfect example of the current idea of how a fantasy based MMO should be implemented. I would even suggest Aion might be the climax of the typical design elements of the genre. There was room for 1 more player in fantasy based MMO’s (as long as they were a major player) and Aion has taken up that spot, and definitely pushed some competitors out of the picture by doing so. The downside of this point is that instead of offering something new to the gameplay of MMO’s, Aion has chosen to perfect already implemented ideas. Aion doesn’t offer anything that you haven’t already seen in one way, shape or form in another game. If you like the current generation of fantasy MMO’s, play Aion, you won’t regret it. If you were looking for a ground breaking game, you may need to wait a little longer (not much longer I suspect) You can play Aion in the meantime though, I am.

Review: Cities XL

The “City Building” genre has been neglected or at the very least abandoned.  After the absolute tragedy that was SimCity Societies, fans of this type of game have become a little….jaded.  The complete outrage that came with the release of SCS was astounding, people became frustrated.  I had high expectations for the game Will Wright said was going to be amazing.  SimCity Societies was anything but amazing.  It was clear that the SimCity franchise may in fact be dead.  It was a sad time for me.

I have gone on record a number of times explaining I am a complete sucker for a good economy/city builder/tycoon game (ie Civilizations, Anno 1404 etc), actually, I’m a sucker for ANY economy/city builder/tycoon game (I may or may not own Hospital Tycoon)  When Monte Cristo announced Cities Unlimited (the original title for Cities XL) I did a little jig and consumed as much information as I could on the game.  The developers were saying all the right things to woo an angry community.  Buzz words were thrown to the players like candy: “No grid”, “living city”, “curved roads”, “custom content”.  The community sites were enveloped with love from Monte Cristo which was reciprocated with love in return from the community.  Cities XL became the Messiah for City Builders.  Now that Cities XL has passed through the gauntlet of Closed Beta and come out the other side, I’ll share my thoughts on if this game is really the promised land or not.

Gameplay

I’ll share right away that I am a “city builder”.  I take my SimCity 4 very seriously and have built multiple custom regions.  I have custom content CD’s from a well known community site that I actually paid to have.  This review is going to take a look at Cities XL from the perspective of a person who cared deeply about its development, and continues to care deeply about its future.

Right from the start of CXL you can tell this game is different.  First off – you have to log in.  The game checks for updates and connects to the servers that host it’s “Planet Offer” (more on that in a second)  I find it a little odd that you have to connect to the game before you play it, especially a game that “should” be a single player game first, but I see the value in a game updating automatically before you play, so I haven’t dwelled on it that much.  Cities XL comes with a fully featured “avatar generator” which goes in line with the game being classified as a hybrid mmo/city builder.  The avatar creator is robust and fully featured.  I find the characters look a little too “cartoony” for my preference, but you can design your avatar to your hearts content, trying to make it look as much like you (or Mr. T) as you like.

You are presented with 2 modes of play in Cities XL, the online MMO mode called the “Planet Offer” and a single player mode that is more in line with the traditional city building game.

Single player mode allows you to build as many cities as you like, on all the maps that come in the game.  Most of the rulesets that exist in the online game are shared with the single player version, including your need to trade tokens of what you don’t have for tokens that you need.  Tokens, are Cities XL’s unit of measure for resources.  Everything in the game is attached negatively (need) or positively (surplus) to a token.  In both the Planet Offer, and single player, your main task is generally the fine balancing of your various tokens to ensure your city is always operating properly.  In the Planet Offer, as part of the MMO concept for the game, you trade your tokens with other players.  Monte Cristo has developed a token market (the city builders auction house if you will) to facilitate this trading.  At release the market was still quite clunky and certainly one of the least developed features of the game.  At the time of this review the market is a little better but certainly doesn’t seem to be launch ready.  In single player mode you can only trade with the AI.  The prices for trade in single player I find to be completely outrageous and need to be balanced.  I have found it very difficult to develop any other city except a “jack of all trades” type in the current single player trading environment.  Monte Cristo’s idea that you will be able to develop “specialist cities” while in theory is true, in reality is very very difficult.  When the price to sell a “clean token” such as office resources to the AI nets you 5 cash tokens, but the cost of buying a “dirty token” is 100 cash tokens, you can see how difficult to manage this system could be.

cxl_screenshot_cobourg_0

There are a number of other core features of a city builder that are either missing entirely or not functioning the way you would expect a next generation city building game to function.  Mass Transit (buses, trains, subway) are nowhere to be found in the game.  And according to Monte Cristo they will not be available to players who only bought the game for the single player mode.  In order to access the Mass Transit features if/when they are released, you will HAVE to be a Planet Offer subscriber.  The bus system is slated for the 3rd content package, there is no actual ETA on when that will come out – they haven’t released the first package yet, so I would expect to not see Buses for a number of months.  Subways and Trains have been given no ETA.  Keeping core city building features like mass transit away from solo players is a one way ticket to alienating your core fanbase.  There’s gotta be a rule in game development about not doing that somewhere.

The road building system, while coming a long way since early closed beta, is still requiring some serious revision.  At certain angles, roads cannot even be built.  Highways take up a considerable amount of space on your map and the intersections where roads meet, does not always function or look proper.  You can build up your buildings in a number of ways, by dropping individual zone blocks, or by framing a certain zone in either a rectangle of 6 units or a free form area bordered by roads.  The free form tool underwent some extensive work in closed beta and functions rather well to place units within your road design as best as possible.  While the tool isn’t absolutely perfect, it does the job well for such a complex idea.  There is a decent variety of buildings and there is functionality in place to “plop” specific buildings down so you can create a neighborhood type environment.  The building detail is commensurate with expectations, Cities XL certainly spared no time or expense with the designing and development of their buildings.

cxl_screenshot_cobourg_3

Overall Cities XL does play like a city simulation.  The core functions: traffic, city services, utilities are all there.  I find it very very difficult to ignore the pieces that aren’t in place though, and how Monte Cristo intends to deliver them.

Graphics and Sound

The landscape detail in CXL is second to none, they have really stepped up genre quite a bit when I comes to the city maps.  Being able to go right down to street level and see the water, trees and hills, and appreciate the immensity on 10 square KM’s is a great experience.  When in the city, street level gets you right into the heart of your community.  You can follow your citizens around as they move from place to place or drive your city streets (hopefully not getting stuck in traffic along the way!)  The balance that Monte Cristo has put in place when it comes to game performance versus game looks is very thoughtful.  At certain zoom levels you can see the cars in perfect detail, and as you scroll back for example, the cars become smaller, then simply shadows, then you can no longer see them.  When zoomed so far back (generally the default zoom for building) the processing power it would take to render all those vehicles would be overwhelming.  I feel the game experience is enhanced by not bogging down the gameplay so you can see little cars zooming around.

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One other great visual treat in Cities XL is the Day/Night sequence.  As time passes, you see the shadows of your buildings creeping across your city until the sun sets.  When night sets in your city takes on a whole new life.  The buildings all turn on their lights and you seem to look at your city again for the first time.  It’s a screenshot waiting to happen in a lot of cases.

While obviously not catering to everyone’s tastes, I found the music to be quite well done.  When I first plyed the Closed Beta it was really one of the things that struck me first about the game.  The music is custom, and it is quite good.  I don’t find I am distracted by it, I certainly don’t turn it off as I do with most games eventually.  I feel the music in CXL definitely added to the experience of playing the game.

Value

I am really struggling with finding reasons to continue playing CXL at the moment.  I find that in single player mode I am forced to continuously build the same type of “generalist” city, and in the Planet Offer I find myself even more disappointed as I continue to wait for additions and addons which are supposed to be coming so I can make a city that is different than the others I made.  Any experienced SimCity 4 player, should find Cities XL too restrictive (even after the ability to unlock all buildings was introduced just before the end of Closed Beta) and certainly not promoting originality and out of the box thinking.  While from time to time you will see the odd great, original, concept city, I don’t see CXl in its current form promoting the freedom they once claimed the game would provide.

I will acknowledge that Cities XL’s Planet Offer is considerably cheaper than other MMO’s – at just under $19.00 USD for 3 months, I feel they have earned the right to have me subscribe for 3 months to see what they give me in that time.  But they need to keep this in mind: People don’t pay for 3 months expecting that to be a “float”  Just like any other MMO, Cities XL needs to put up the goods, and quick, or they face losing whatever subscriber base they have.  Detailing what is to come, and releasing it are two different things, and the prior is simply not good enough in today’s very cut-throat MMO market.

I also feel they need to change their approach to still unreleased core game mechanics such as mass transit.  There is currently absolutely no value in the single player option now, or in the future if Monte Cristo decides to limit required core city building features to subscribers only.

Conclusion

After all my ranting and raving, I am a subscriber of Cities XL, and I think that says how much I care for the city building genre, and how much I want this game to be amazing and everything it was supposed to be.  Monte Cristo have a lot of work to do.  They need to get their Mass Transit out the door – it needs to be an absolute priority, before GEM’s (mini games the plan to release for purchase) or anything else they do other than improving the engine and code.  If Monte Cristo releases another cash grab opportunity, before giving players the important features the game requires, it will be a slap in the face to an, up until now, devoted following of city builders.  This game has amazing potential, but sadly at the moment all that they have offered is a shell of what could be, I hope they finish what they started.