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City skyline game
City skyline game










city skyline game

"Our competitors have had massive teams, massive budgets, and we don't have that luxury. "It's very dynamic, working in a small team, and I think it's very important that everybody gets to pitch in in more than just their specific area, but the scope of the game is one of the biggest issues," she says. Though there's confidence in Colossal's words, the studio is not cocky and Hallikainen isn't keen for her team to run before they can walk. We don't have to do them in the cloud any more which, you know, was the ONLY way to do it a few years ago." The game's reveal trailer has that same perkiness to its music and that same romanticisation of suburbia that Maxis are known for, while a coy nod to SimCity's initial demand that players always be online is found in the simple, final boast "Play offline." Never one to equivocate, this point was driven home by Paradox's VP of acquisitions, Shams Jorjani in a recent Reddit AMA: "Thankfully advances in technology have enabled us to do all city management calculations locally on your PC.

city skyline game

While Cities: Skylines isn't just an attempt to exploit the hole in the market left by an irrational SimCity, both Colossal and Paradox are well aware of the failings of the latest in Maxis' usually polished series and know that there's an opportunity to be seized. Now, they finally have." If you want some space to spread yourself out, Colossal Order say you'll have it. "For years I've been telling Paradox that they needed to give us enough money to make a bigger game than Cities in Motion. "We've always, always thought that this is what we'd end up doing," continues Hallikainen. Colossal, known for the Cities in Motion series of infrastructure management games, has long wanted to make a game about building more than just roads and railways. "But yes, we are nine people here and this is a really, really ambitious project for us." It's something of a passion project, too. "To be fair, we are hiring!" says Mariina Hallikainen, Colossal's CEO, who also points out that many art duties have been outsourced. Colossal Order is confident it can make a larger, more coherent and more customisable city-building game with, well. In contrast, last year's SimCity only provided a couple of square kilometres and, in spite of the efforts of all the pages of team members listed in its credits (a number possibly higher if you consider that credits often only list staff present when a title ships), what happened within those city limits didn't always make sense. That's enough space for suburbs, commuter towns and even arable land. Colossal Order tells me it can give its players 36 square kilometres of space to build their cities in, 36 square kilometres in which they can expand and enlarge, spread and sprawl.

city skyline game

There's something of a size mismatch happening here.












City skyline game