The fifth in the immensely popular genre defining Simcity series, Simcity Societies is going to be a whole new experience, unlike predecessors. Earlier on the game was about managing cities, developing infrastructure, setting up commercial, government and residential buildings and facilitating denizens of the city to ensure happy, healthy and safe living standards. Simcity titles build up on complexity as they evolved. This version however goes back to the simple and enjoyable city building experience with less emphasis on building rules and more on citizen personalities as they react to the dynamically to the environment created. They can all be interacted with at ground level as they share their sentiments or behave rationally in their environment. A guy going to a pub could get beaten up or stroll out with no conscience of the world around him. Simcity Societies has the concept of societal values such as prosperity, knowledge, authority, spirituality, creativity and productivity and the plethora of buildings each has an impact on the core vision the city operates on. The Orwellian city based on core authority would be adorned with governmental buildings, dictator statues and surveillance cameras to spot even the slightest act of littering. The more casual artistic city with prosperity and creative values would be adorned with renaissance architecture and luxury oriented denizens. With such innovative concepts, immense variety of buildings and well developed AI; Simcity Societies is expected to top charts in the footsteps of its predecessors.
Archive for September 26th, 2007
The game is based on a soviet novel in which a guy from Earth sets out on a space mission where he lands on the alien planet Saraksh and overthrows the ruling government. Taking place in the aftermath of the war, the game takes off as an opportunist neighbor to the fallen government launches an attack which has to be opposed by the human commander. The game is a turn based strategy game in which a variety of possible tasks from buying, upgrading, building and attacking are done in a turn. Resources are acquired through cash given at the beginning of the missions. Strategy then lies in choosing which infantry, armored or artillery to purchase. Each unit has its own strength and weakness against its counterparts and has defensive and offensive strategies that could take more turns or areas on the map to position in. infantry for example could improve their defense rating by digging a trench but this would take an extra turn. They could take refuge in a forest area too provided they can access such terrain. The units also have a morale rating which affects their combat abilities. The visuals of this game seem simple and should run well on average machines provided the engine is optimized well. Overall there doesn’t seem to be much to expect from this title.







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