It’s not every day you get a proper new title in the SimCity series. In fact, it’s been a bit over ten years since SimCity 4 last showed us what it was like to control the fate of a vast metropolis (Socities and Sim City Social notwithstanding). So it’s fair to say that our expectations were high as we sat down with final release code for the new game, which launches in the US tomorrow. Even without access to the full global servers, which EA hasn’t turned on yet, we were excited to try promised new features like undulating curved roads, government buildings with snap-on expansions, and a regional commodity system that lets you buy and sell excess resources.
After spending around a dozen hours each playing the game this weekend, Microsoft Editor Peter Bright (who considers himself a bit of a SimCity die-hard) and I (Gaming Editor Kyle Orland) were pretty disappointed with what we found. What follows are edited excerpts from the various conversations we had over instant messaging this weekend, discussing how we were finding our initial time with the game. We’ll have a more detailed review later when we’ve had a chance to try out the final release, complete with all the globally connected, Internet-enabled features EA has been playing up, but just going by first impressions, maybe EA shouldn’t have messed with its successful city building formula quite so much.
Curved roads and crippling size limits
- Peter: You know, it’s dumb. I have wanted curved roads for so long, but I’m only building grids, because space is so tight. Grids are more efficient.
- Kyle: I build curvy roads. They make the city look more natural, and I’m not that concerned about just min-maxing.
- Peter: Well the thing is, I want clean, well-educated cities, and that is expensive.
- Kyle: That said, I have 35,000 residents and I’m almost out of space, so they are really inefficient. Then again, I also have a ton of ridges and plateaus that use up my limited space, and I don’t see any way to flatten them. For my second city I built a grid core with parallel curves coming out, like a rainbow pattern. It looks great and is pretty efficient.
- Peter: I love curvy roads in theory. If I had a SimCity 4-size city I would use curvy roads. There simply isn’t enough space to have fancy curvy roads. I find it super frustrating. I have the tools to build the kind of city I would like, but I’m so pushed for space I just can’t afford to. I’m so pushed for space already.
- Kyle: Yeah, the space limits are way too tight. You reach the limit much too quickly. It always felt like it took longer when I use to play SimCity 2000. Maybe I was just younger.
- Peter: SC2000 was way bigger. I’m honestly finding the size crippling. The small size means I can’t regenerate one area funded by other areas, because anything short of a full city leaves me cash deprived.
- Kyle: It makes very little sense, too. I mean they are already modeling the area outside that dotted white line that’s your square city limits. I can see that empty, lightly forested land. Just let me build on it! I’m guessing it’d be too hard for them to do that detailed, low-level modeling of every citizen and bus and fire truck and such, computationally, if they allowed for bigger cities.
- Peter: That’s my assumption.
- Kyle: But even then, they could let me build a separate suburb that’s immediately adjacent and continue my city by connecting them together with a road. That’d be better than this “regional” crap that separates cities by miles of emptiness, never to be developed.
- Kyle: (Later) I’ve reached a functional limit around 200,000 people. I have no more space.
- Peter: Yep. Basically as soon as I hit 200K it starts going to shit. Which is weird, because SC2000 maxed out around 20 million, I think. SimCity 4 could have 8 million in a perfectly tuned city.
- Kyle: Also, would it kill them to have subways? Streetcars are nice, but…
- Peter: Or anything that allows transport without taking up gobs of space on the surface.
- Kyle: Yeah, next time I am building no streets, because avenues are just tons better.
- Peter: Yep. I find it very disappointing.
- Kyle: No mixed use zoning, either.
- Peter: Not enough transport options. No mixed zoning. Curved roads that I end up not using because I don’t have space.
- Kyle: I managed to have curved roads and 200K people. So I think you’re being too stringent on that.
- Peter: Well, I want to hit 290K, to max out my town hall.
- Kyle: I want to EXPAND CITY LIMITS. Sigh.

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