When we talk about the sequel to a popular video game, the fundamental question arises: why move on to a new game when the first one was already very complete? CitySkyline, the city building simulation game, was a beloved title that offered an array of features and options for players. However, the developers chose to continue their quest by creating CitySkyline2. In this article, we'll explore the reasons behind this decision, key improvements to the route system, and limitations players may encounter when using the new system.
CitySkyline 1: Too Many Choices?
In the first installment of CitySkyline, the choice of routes was vast, to the point that it sometimes became difficult to find the specific route you were looking for. Developers had to integrate features such as a search bar and filters to make route selection easier. However, it was sometimes necessary to search for a long time to find the right route, which led to sometimes heterogeneous combinations of routes in our cities.
CitySkyline2: A New Approach
CitySkyline2 brings a new approach to road creation. Instead of drowning in an ocean of choices, roads are now categorized based on the number of lanes. Players can choose from categories like "1 to 3 bands," "4 to 5 bands," "6 to 7 bands," and "Highway." » This simplification allows you to create quickly while offering deep customization.
Highways:
Creation of reinvented roads
The roads seem at first glance much more limited, that's without counting the "Road Service" tab. In CitySkyline2, it is possible to create insertion strips on highways, divide highways in two, and even create roads on medians or between retaining walls. The game also allows you to add elements such as tram or bus tracks, noise barriers, and lighting on highways.
Exchangers: more possibilities and flexibility
Pre-configured interchanges can now be added without even demolishing the current roads. You can place the interchange on the road, the game detects similar roads and connects the ramps on the highway. This function remains limited, it will not work correctly with curved roads...
Roundabouts: A different approach
Finally, CitySkyline2 introduces a new approach to roundabouts. Unlike the previous generation, where it was only possible to create rounded roads, the developers added a variant of scraper intersections.
Parking lots: a long-requested addition
The developers have greatly improved parking management in this new opus. It is therefore possible to include street parking as in the first opus, but also to place them.
System limits
However, despite the significant improvements, some limitations remain in CitySkyline2. Tram and bus lane management is not as flexible as some players would have liked, as their location is predefined by the developers. Additionally, while direction bans are handy, it's not possible to manage the number of stripes in each direction, which could be a missing element for some players.
Half-way management
Tram and bus lane management is not as flexible as some players would have liked, as their location is predefined by the developers. Additionally, while direction bans are handy, it's not possible to manage the number of stripes in each direction, which could be a missing element for some players.
Higher creation time
It is very quick to create a route given the low number of assets. There is no longer any need to search among dozens of models. As a result, filters and search bar are no longer necessary. However, to create a route you must now:
- Choose the type of road;
- Choose the theme;
- Place the road with the tool of your choice;
- Edit the troitoire;
- Add the bus strip;
- Add the tram strip.
Conclusion: A profound overhaul of the road system
With the numerous updates, the first opus had become messy despite the tinkering to put it all together, CitySkyline2 took a radically different approach by drastically limiting the number of assets while providing increased customization.
Personalization, however, is limited to half a road. This approach can make customization a little frustrating for more experienced players, but it certainly aims to keep the game as accessible as possible for a wider audience.
We will find out in the coming months if the engine has really evolved towards road management by lane, if so, modders will certainly find it easy to improve the personality of the roads. Otherwise, you will have to use custom assets to create the city of your dreams.
However, amidst the improvements, many features are missing, for example: where are the bikes?