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Posted on Friday, March 18, 2011 by | Comments No Comments yet


Picture from Cities in Motion PC review

Publisher: Paradox Interactive
Developer: Colossal Order
System requirements: Windows XP/Vista/Win 7, 2 GHz dual-core or better CPU, NVidia GeForce 8800/Radeon HD 3850 or better graphics card, 2 GB RAM, 2 GB hard-drive space, OpenGL 3.0
Genre: Simulation
ESRB rating: Everyone
Release date: Available now

Attention to detail, one could say, is one of the more pronounced bullet points in the neverending argument between console and PC gamers. It just seems (at least to me) that the PC has more opportunities to show off the little complexities possible in gaming, whether by way of controls and interface, or just by sheer numbers. Cities in Motion is a perfect example of this, and while it certainly puts a good effort in to remind PC gamers where their home is, it also deepens an already defined line in the sand that has urged their console kin to stay the hell out.

Cities in Motion is a tycoon-style game, putting you in the big chair upstairs as the honcho/developer of a European transportation company. Through 12 challenging scenarios, you’re tasked with plotting bus routes, laying tram lines and tunneling underground to establish metro subway systems. You build the stops, plan the routes and purchase the vehicles (of which there are more than 30 types to choose). All of this has to be done while staying in budget, managing employee relations, and somehow keeping the citizens in the current scenario happy enough to continue using your services.

Picture from Cities in Motion PC review Campaign missions are usually assigned by a central figurehead in each city, although special-interest groups (i.e. hippies, boy scouts, mobsters, etc.) can send you messages, sometimes pleading with you to build a route to their out-of-the-way locations, or to grant some other seemingly ridiculous favor. You’re also asked to augment existing lines, upgrade vehicles and stops, and even shut down lines in the interest of national security. There’s no shortage of busy work here—even though a few stretches between missions can seem to drag a bit—and the mission dialogue is surprisingly well written, which adds tremendously to the production values. Creative types can utilize the robust city-creation tools to modify terrain, place buildings and plant trees, then bring their city into sandbox mode and place routes as they desire. This, as I expected, was not only decent fun just to mess with, but was also a little on the intimidating side. “You mean I have to place every tree by hand? Sheesh!”

Technologically speaking, Cities in Motion is impressive by anyone’s standards. Not only do the vehicles throughout the 100-year cycle of the game change to accompany each scenario, but also everything, right down to trees in the forest and flower beds in the yards, are named and accounted for. Of course, that’s in addition to full names and regular work and play places for each citizen, although I suspect only the hardest of the hardcore will take into account that Ms. Dagmar Koch is on her way to the department store before she goes to her job at the auto plant. Yet, with all of the visual detail comes statistical detail, too, which might scare off potential adopters before they’ve had a chance to consider the game’s economical $19.99 purchase price. Stats on how many people you transported is to be expected, but which demographic you’re targeting in your radio, TV, billboard and Internet advertisements is a whole other unexpected set of numbers to consider. This is in addition to figures on just about everything else, mind you. Vehicles have condition factors, employees have wages to adjust, and your company’s reputation as a whole can be judged by the hills and dips in a line graph. It’s overwhelming, to say the least, but after about three steady hours I started to get the hang of it. At least I think I did; organized chaos through guessing is probably more like it. All I know is that, by my last play session, I was laying down lines like a professional, swapping out busses and boats before they broke down, and getting generally positive reviews from the people. Sounds like “winning” to me.

Picture from Cities in Motion PC reviewAnd speaking of broke, you’ll be spending a great deal of time in Cities in Motion as such. The delicate balance of efficiency and profitability is a constant, sometimes overly-frustrating monkey on your back, forcing you to take out loans just to meet mission criteria. The minimap is also a tad too “mini” to be of any use. You can see your transport lines just fine, but mission goal locations easily get lost in the web-work. I also experienced some framerate dips on a fairly powerful rig, and (as with too many sim games) the camera was about one or two clicks away from being completely useful, especially when it came to plotting metro lines. It is pretty, though. The four European cities are bright, colorful and animated, and the sounds that accompany them aren’t grating in the slightest. I actually took a bit of a sidetrack just clicking on the various people on the streets, just to hear the noises they made.

Developer Colossal Order should be applauded for their first effort. Like a decent PC-based sim game should, Cities in Motion thrusts you into a world of pretty pictures and skull-crushing numbers, navigable only by mouse and keyboard. This should easily fill the void in the hearts of stricken Transport Tycoon fans, and could even appeal to Sim City lovers on some level with its budget-title charms. The bottom line is that followers of the genre should buy this immediately. For everyone else, download the demo before you decide to pay the fare.

Our Score: Picture from Cities in Motion PC review
Our Recommendation: Picture from Cities in Motion PC review

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  1. Cities in Motion announced
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  3. Open beta begins for Cities in Motion
  4. Cities in Motion site takes off
  5. Behind the scenes of Cities in Motion

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