Cities Skylines 2 - Map: Sunshine Peninsula Part 1 (4x, i7-8700K/1080ti/32G)

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  • Опубликовано: 25 окт 2024
  • I never thought that at the time of Cities 2’s release, a computer with i7-8700K/1080ti/32G specs wouldn’t be able to properly run the game.
    With this spec, I can now barely handle a population of 200,000. With enough patience, it might be possible to reach 300,000.
    However, once the population exceeded 200,000, the game started to significantly slow down, so I ended this part of the test.
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    The strangest part of Cities 2 is the road system. Everything other than the roads feels like it was designed by a beginner.
    The buildings are well-made, but the crucial LOD (Level of Detail) seems to be either sold off to another company or simply poorly implemented. It could be a technical issue or a problem with the models themselves.
    While it’s nice that the game allows users to design city skylines by distinguishing between low-, medium-, and high-density buildings, there is a clear lack of understanding when it comes to the variety of buildings and land use.
    The industrial buildings feel incomplete, especially the farmland, which is worse than in the previous game. Compared to the cheaper game Highrise City, it’s not just poorly done-it feels like no effort was made at all.
    Cities 1's city management was basic at best. But Cities 2 has taken that weak economy and completely ruined it. It’s impossible to understand what they were trying to achieve.
    Anyone who has played the game knows that it’s nearly impossible to fill the entire map. (Maybe it’s possible on a 7995WX?)
    The focus on meticulously modeling Sims and placing things inside buildings that aren’t even visible makes no sense.
    While the education and economic levels of the Sims are important, I can’t understand why they need to be tracked to such an obsessive degree.
    One of the most incomprehensible things is that while they made great roads, they ruined the traffic system, which was the core identity and signature feature of the previous game.
    The pathfinding can’t even handle obvious routes, and this imbalance is baffling.
    I can believe that even if this game was designed by someone who doesn’t understand city-building games.
    I hope to see a better future with the next patch.
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