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Kwijlllll Mijn favoriete spelletje! Ik ga hem echt in de winkel kopen, want dat hebben de makers wel verdiend! Hij lijkt me echt super tof!
-------------------- People are like pieces of a puzzle. We all fit together, but not all of us connect. Berichten: 6985 | Plaats: Zeist | Geregistreerd: Jul 2002
| IP: Gelogd |
quote:Origineel van LilWiz: Ik ga em dadelijk spelen tot in de vroege ochtend
Doe ff een review als je wilt
-------------------- People are like pieces of a puzzle. We all fit together, but not all of us connect. Berichten: 6985 | Plaats: Zeist | Geregistreerd: Jul 2002
| IP: Gelogd |
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uh NiMS...beetje moeilijk om een review te maken, want dit is de eerste keer dat ik een SimCity spel speel. Ik weet wel dat het verschrikkelijk moeilijk is..teveel dingen waarop je moet letten. En meestal ben ik ook weer zo klaar want ik geef altijd teveel uit dan dat erin komt Misschien later dat er wel een reviewtje komt
Berichten: 3613 | Plaats: Venray | Geregistreerd: Jul 2002
| IP: Gelogd |
quote:Origineel van LilWiz: uh NiMS...beetje moeilijk om een review te maken, want dit is de eerste keer dat ik een SimCity spel speel. Ik weet wel dat het verschrikkelijk moeilijk is..teveel dingen waarop je moet letten. En meestal ben ik ook weer zo klaar want ik geef altijd teveel uit dan dat erin komt Misschien later dat er wel een reviewtje komt
Ok dan, ik wil hem morgen gaan kopen Heb ik toch weer iets te doen als ik geen internet meer heb
-------------------- People are like pieces of a puzzle. We all fit together, but not all of us connect. Berichten: 6985 | Plaats: Zeist | Geregistreerd: Jul 2002
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Nims je wilde een review he..nou hier is er een dan..ff geleend van mijn vrienden op isonews Is wel in het engels maar goed, je begrijpt hem wel ------------------------------------------------ Sim City 4 Reviewed by cyclonic on 01/14/2003
better than its predecessors?
Introduction Well, here it is: another sequel to Maxis' Sim City. Many fans will be running to the shelves for this one. Sim City has been revamped with a new upgraded graphics engine and some new features....but is it any better than its predecessors?
Graphics (9/10) The graphics system for Sim City 4 has been revamped; everything is now made from 3-D polygons (even the "sprites" in the game are rendered in 3-D). This doesn't mean we can fly through our city though. We are still stuck with the "classic" views: the zooming and rotations.
Although we are still limited to the same traditional views in Sim City 4, Maxis makes up for this with the incredible amount of detail. You can also watch Sims commute to work, a team of firefighters spraying water from their truck, herds of animals running in the wild, people playing in parks and recreation centers, traffic jams, protests, cargo loading into your ships at the sea port, test missiles flying through the air, moving vans driving by newly built houses, seagulls flocking over your landfills, and MUCH, MUCH more.
And of course, there’s the beautiful and detailed building artwork. Maxis never ceases to amaze me with their amazing architecture: apartment buildings, factories, high-tech industries, office buildings, towering skyscrapers...its all there, and much bigger and better than before. Its even much more pleasing (in my opinion) at night.
Speaking about night, you can change your city to become permanently in the day or night (you can also adjust it so that it changes between the two). Your Sims will also live according to the time of day: a busy intersection at a commercial center at day may die off at night. Very nicely done.
A point was taken away from the loading times. As with other Sim City games, changing views (scaling, rotating, underground mode) takes a while to load, even with a good computer system. This gets incredibly annoying when working with a big city.
**Just a heads up: I have heard people ranting about how the lag builds up when they reach a city around 20-30k. Others have complained at 100k+. I personally have not had a problem with this, except when zooming/rotating with my largest city (with a population of around 120k)**
Audio (6/10) Most of the sound effects from this game come from either clicking on a building, or from the ambiance; if you hang around downtime, you might hear cars honking in the distance or smoke billowing from the industrial section. If you scroll by your residential section, you might hear kids playing or busses stopping in the background. Querying or clicking on a certain zone will also trigger a corresponding sound, such as a doorbell ringing for house, flies and maggots moving about at the landfill, or a subway train screaming by for a subway station.
There is an addition of a new soundtrack. The music has large range of styles: from techno to classical to jazz to...industrial. You can pick your favorites or listen to them all through the sound menu. Although not an amazing soundtrack, it sets the mood and gets the job done.
Gameplay (7/10) First of all, the layout and interface has been revamped. You can notice this right at the main menu; you are presented with a gigantic chunk of land that is partitioned into different segments (each one used for each city). Remember those neighboring cities in Sim City 3000? You can build them now in Sim City 4. There is also a nice feature in there that allows you to import pre-generated land (New York, London, etc). You can also build your own territory from scratch. The best way I can describe this layout is "The Sims", except change the neighborhood into a huge plot of land.
In fact, "The Sims" has been written all over this game. Your advisors have changed from the cartoon character portraits of Sim City 3000 into 3-D animated character models, all of which look like they have been generated from "The Sims". Remember those hunger, bathroom, and social bars in "The Sims"? Well, they're back, except it’s for your city's land value, education, and security (fire and police department coverage).
Maxis has also developed a way to incorporate "The Sims" into this game even further; you can now import your Sims into your city. This will allow you to get feedback from them. Don't have "The Sims"? Not to worry, the game has a couple of pre-generated characters you can import. You can place your Sims into any residential building, and they will (usually) go find a job. Your Sim will tell you stuff like "The traffic on the way to the factory sucks" or "I just got mugged" and you (should) build accordingly. It’s a nice feature, but what it boils down to is another system that will tell you what’s good and what sucks in your city.
Although you can import your own Sims, it doesn't have any significant impact to the game. Importing a Sim is just as good as using one of the pre-generated ones. Also, this feature is entirely optional. In other words, don't buy "The Sims" just for this feature; it’s just something extra if you already have it.
Zoning has been revamped in this version. Roads are automatically implemented when necessary (no more dealing with zones that have no road access....except in a few cases where it doesn't build nicely). This also allows for some nice eye candy; blocks of land are designated for specific sized buildings, allowing these buildings to face the roads when they develop. For example, a block area of 2x4 may be designated for a house with a big lawn in the front, while a 4x4 area may be used for a factory. Sound a little confusing? Don't worry, it’s all automatically done. Just sit back and watch them buildings spring up nicely.
The economy system has also been changed. Now, there is more direct control over your funds; you can decide how much goes into, for example, health/hospitals, and results will adjust accordingly. You can directly change a specific building's funds as well (a strike at a local school? YAY! Well....if you want to fix that for some reason, adjust this school's funding so the teachers will play nice).
The dates have changed in Sim City 4. If you played Sim City 3000, you might recall how you could play at a certain era (the 1900's or 2000) and the buildings would change to fit that timeline (no microwave power plants at 1921). Well, this is all gone now. The year starts at 1 and counts up. Your technology will increase as your population does (a large population will eventually ask for a solar power plant).
This doesn't mean you can't build in the past; Sim City 4 allows an agricultural economy. In Sim City 3000, you had to build a large plot of industry with horrible land value, and pray a farm would open up. This has been improved; you can now make specific areas for farming. There is an industrial zone option made specifically for farming.
The "presents system" has also been slightly changed. In addition to the gifts you get for population (the traditional Mayor's house), there are gifts for certain achievements. You can get a Farmer's Market if your farm population reaches a certain amount. You can get a University with the right population and number of schools. You can get a Medical Research Center if you build enough hospitals, and so on.
Maxis has also designed a more powerful terraforming tool. You can build mountains, valleys, canyons, craters, and much more. Additionally, you can place trees and animals. A few new features have been brought in; you can smooth over or erode your land. There is also an option to adjust your borders so it fits nicely with your neighboring cities.
What about disasters you say? Of course! Fires, earthquakes, volcanoes, meteors, robots (replaces UFOs and...Bowser?), lightning, and tornadoes are among your arsenal. Now you have more direct control over some of them. For example, you can drop a tornado or a gigantic robot and tell it where to go. When responding to a disaster, you have to deploy your fire department to douse the flames, otherwise it will spread. The fire department will not automatically respond to disasters.
Concluding Thoughts (15/20) Unfortunately, Sim City 4's building system has not changed much in regards to its predecessors. Same system of Fire Departments, Police, Hospitals, Schools, Power, Water, etc with some improvements and additions.
The major change would probably be the regional interaction; you can build your neighboring cities and conduct buisiness deals. You could also connect an industrial city with a smalltime town to make commuters. Each section will react with its neighboring section.
I was slightly dissapointed with this game. I expected a lot more. Think of it as Sim City 3000, except polished up with a new graphics engine, and expanded slightly with some new features. If you got bored of fast from the other Sim City games, this one will probably be the same.