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Cities XL 2011 Review

Cities XL 2011
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*This is from my review of the downloadable version*
* I haven't encountered any crashing bugs so far. I went through the forums and looked at what some are having trouble with. So I'm reviewing and informing at the same time.
*** Just a Reminder*** If you have the original Cities XL ('09) you can get CXL '11 for half the price. All you need is your serial number. Go to Citiesxl.com. ***
**Update** There is a patch now available**So after a year since CXL was released by Monte Cristo, Focus Interactive releases Cities XL 2011. They promised some changes and a transit system complete with buses and trains (subway and elevated). The next generation city simulator gets a makeover with these much needed features. I liked CXL and was annoyed that Monte Cristo went bankrupt before it could implement its new ideas ie. G.E.M.'s Transit expansion, and a host of others. When Focus Interactive took over CXL, it seemed like a breath of fresh air and a new chapter for the city building genre.
Unfortunately, some (and for others, many) bugs from the original CXL and some new ones have marred it to the point where the forums are lit up by frustrated people. Focus has been quiet although they did fix a bug for steam users. I recently saw a post that Focus has no patches in place because they are working on releasing CXL '11 for other languages. It could be a while before we get any type of patch. They are also very quiet concerning CXL '11 and it's future. From my point of view, it seems like they are going to crunch numbers and see if it's viable to continue. Hopefully, they will. There has been no attempt at creating a city-building game after Simcity Societies (not including CXL). Simcity Societies was dreadful.
If you are familiar with Cities XL, buying the game online has your serial number emailed to you; and online activation. The download was pretty fast but bare in mind, I am using FIOS. Previously, Monte Cristo told me that I can load CXL on as many computers as I like, no limits. Focus doesn't mention it. I heard that Starforce DRM is on it but I didn't see it while going through installation. I've had Starforce before and it usually says, "loading Starforce." If anyone who has this, had seen, it, I'll change this sentence, but like I said, I didn't see it. I went through the files as well. For people who had CXL, you have the opportunity to buy CXL 2011 for half the price if you have your serial number for CXL. If you forgot it or lost it, emailing Focus Interactive Tech support is the way to go..You have to provide your username, password and email you used to sign up CXL.
There is no online aspect of the game. Previously in CXL, you had the planet mode. online mode is completely left out in CXL 2011. You can trade with each of YOUR cities or Don Madoff of Omnicorp, but no one else. It's fairly simple. Like a point and click. You have a "earth" screen that will show where the trades are going but it doesn't show your road network like Simcity 4. In the earth screen, you can also see the available areas to build a city. It doesn't truly represent what you will see when you pick that spot unlike in Simcity 4, you see what land you are getting; including all the physical features. A wishlist here would be when you are searching for an area to create your city, it would be nice to get a feel of what you are getting. You cannot change the land. You can terraform AFTER you pick your spot and name your city. Terraforming is very expensive and a little frustrating. Simcity 4 was much easier when it came to terraforming.
The same premise is back. You can build a city on the CXL "planet," picking a spot with different physical features ie. peninsula, volcano, lakes on a plain, fertile plains, tropical island, and more. Also, keep in mind what type of resources that each "plot" has ie. oil, water, holiday, water, farm. You give your city a name and go through a quick tutorial of where to place your first road, city hall, and early power/garbage zone. The tutorials at the very beginning (before you pick where you want your city) are good enough to give you the know-how of the basics. Again, you cannot terraform the land after you pick it and name it. I found one bug. I chose a peninsula and I was creating my city when I saved and closed it. When I came back to it, all of a sudden, my city became a island with peninsula qualities.
Many people are having problems installing the game, starting it, and playing it. Steam was the worst but I think a patch, fixed that. I haven't had this trouble at all. Also, people have been reporting slow frame rates early in the game. Usually the frame rates decrease when you have a sizable city. This is true. I loaded my city that I exported from CXL and yes, it was slow. Not too terrible though. It was like your large city in Simcity 4. You would think in 2010, almost 2011, the multi-core support and increased framerates for a city-building genre would be there.
The graphics are gorgeous. The people in CXL '11 are just like the original; not very realistic but better than others. There is no comparison concerning graphics between Simcity 4, CXL '11, and Simcity Societies. This one is by far better!
One thing new, you can tax different types of zones. In Industry, you can tax separately; heavy industry, office buildings, high tech etc. In CXL '11 you have industry, commercial, and residential zones. Building have been added as well as packs ie: coastal homes on stilts, Asian style homes, European....
One of the best things done in CXL is the idea of allowing us to create our own bus lines; up to 20 lines. The maps show your worst traffic and how your lines are being utilized. You can;t go crazy or else you will go bankrupt quickly. The best thing is that the bus stops are placed along your roads; they don't take up a tile as in Simcity 4. Perfect, since every bit of real estate is needed. The Metro (train) works the same way as the buses except, the station needs to be placed near a road. you can create many lines depending on the size of your depot (just like the buses; small or large). What is great, concerning the Metro, you can run your lines along side or under your lines placed already. The belief in the CXL universe is that the tracks go under the track already placed. A roundabout was added in the roads section however, it really has no use at this time. Expressways are now highways. One bug that had carried over from the earlier CXL is the way traffic moves. On a multiple lane road, cars in the left lane turn right and cars in the right lane turn left (besides going straight). The traffic lights, again are not animated. These 2 things too me are glowing issues especially since we are in 2010 and this game pushes city building realism. I'm also a realism nut :) The way cars and trucks turn is unnatural. People waiting at the bus stop looks nice, however, when the bus arrives, they mysteriously get out of the bus and get on. The windows on the bus look like the windows on the buildings. I wish we were able to change the physical features of the land we choose to put our city, otherwise, it's very expensive to terraform.
For those looking to buy Cities XL 2011, just be on the lookout concerning the bugs; there seems to be more in this one that the previous one. In the previous Cities Xl, Ive only experienced one lockup but in this one, none. Like I said, I haven't come across the crashing and error messages that others have gotten. Most people reporting the issues have decent systems. Check the forum. You need a decent video card because this one will wake up your video card. But again, the bigger the city, the game lags. Not terrible, but it's noticeable as in Simcity 4. The game was rumored to have multi-core support but it doesn't.
Besides all the bugs being reported, what makes me nervous is the way the developer is very quiet. Contacting them gets a very slow response. Sometimes, it seems like you get a generic response also. For those who remember, Cities XL '09, Monte Cristo was quick to respond and always had their news updated. Even when nothing new was reported, they seem to update their website. When emailing tech support, they responded quickly and seemed more personable. They even took the time to let you know that they've logged your issue and will send it to the development team. In other words, at least they responded. When I couldn't find my serial number from CXL '09, it took more than a few days for Focus Interactive to email me back and even their response was kind of cryptic. You had to read it a few times to realize what they were asking. Don't get me wrong, I'm not blasting Focus Interactive. I'm happy that they've added some things to CXL 2011 and cleaned up the resource trade screen. It just would be nice if they kept us, those who bought the game in the loop ie a patch will be coming, updates will be coming soon. It's like pulling teeth! Not good customer service. I feel bad for those who are looking to buy this game or have it on their wish lists but are afraid to take a chance because they might feel, "what if I get those bugs and/or crashes."
All and all, what is surprising is the amount of bugs being reported. If you don't experience the bugs, you will enjoy this game. It really requires you to thin what type of city you want to build, where, and how big. You have to keep an eye on your finances. In Simcity 4, it was easy to zone and expand quickly without any problems. In CXL '11, you can't expand quickly. When things become available, sometimes it's best not to immediately place them because it will put you in the red quickly. The passage of time in CXL '11 is by cycle, not month/day/year like in Simcity. I happen to like CXL way of passage of time. By default, the...Read more›

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Sid Meier's Pirates Review

Sid Meier's Pirates
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There's a LOT of game in this box.
There are enough delightful aspects to make it worth a geezer gamer's time and enough light-hearted and simple action to be fun for any kid old enough to enjoy _Treasure Island_. For the hardcore I imagine it's just a romp.
Pirates! is a beautifully-rendered set of minigames stitched together as a story-construction kit packed with yer basic pirate tall-tale elements, plus an extra or two just for fun.
We got the swordfighting part, the ship-jacking part, the town-pillaging part, the pirate-treasure part (complete with fragmentary clues).
We got ripe chaos in the colonies, bad men, good women, and you.
Oh. Did I mention there's dancing?
The action is in sailing, sea battles, sword fights and dancing. The controls in all of them are simple enough that the games are almost instantly immersive, and the acting is never bad, sometimes outstanding, with a lot of rewarding attention to detail. I'll mention the tavern maid after she whacks a lout with a bottle and the exulting Spaniard captain.
The pace is fast enough that you start out busy trying to keep up, the controls simple enough that you can definitely learn how, and about the time you do learn, the depth and detail of the game starts seeping in around the edges.
The Caribbean political and economic situation is constantly changing. Everything about a colony except its existence depends on what comes in or out, by sea. The ships in the game are merchants and smugglers and immigrants and invasion fleets and raiders and garrison troops and couriers. And pirates, of course. You can, ahhh, interfere with this traffic, with consequences.
Another major story element available is getting yourself hooked in to the Caribbean-wide gossip networks of Governor's daughters, tavern maids and mysterious travelers. The latter two will chat with anyone, but the Governors' daughters are choosy about who they'll talk to. Who wants to talk to a pirate that lacks charm? Dance with the ladies, Cap'n.
Dancing, like swordfighting, has a definite rhythm and depends on paying very close attention to your partner. You get better -- there's a basic common repertoire of simple four-step sequences that you soon learn to recognize -- but the variations as you climb the social ladder (did I mention that aspect of the game?) get increasingly complex and the timing and cues subtler and more varied. Swordfighting is child's play compared to the dances women invent.
I've only mentioned some major and minor parts -- sea battles? assaulting cities? (that one's not an action game)? marriage? climbing the social ladder? -- and there are lots of details I won't mention at all. I'll summarize them all this way: they fit.
There's nothing like it. If the minigames themselves were deeper, I suspect you could completely lose yourself in its world. As it stands, it's just a gloriously good game.
I played this on a machine with a (low-end) Radeon X200, a gig of RAM and an Athlon 3500+. I had to crank all the graphics options down to the minimum (although I can run 800x600 rather than 640x480, which matters), set the power-saving CPU speed option to "Always On", and go into the advanced display settings to keep it from forcing e.g. antialiasing. I'm pretty sure the real bottleneck is the graphics card, and that if you've got even the least of the gamer graphics cards you've got nothing to worry about; this one is great up to the low-end 3D stuff but quickly runs out of steam after that.

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Take2 Games Sid Meier's Pirates! 21839 PC Games

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Civilization IV: Beyond the Sword Expansion Pack Review

Civilization IV: Beyond the Sword Expansion Pack
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Beyond the sword offers so much more than the previous one. Here is what I believe to be the best aspects:
Espionage is now a much larger part of the game. You may use funding to increase and decrease the amount you would like to concentrate on it. Just like science and culture.
Next war mod- This will add about thirty more techs to your tree in the end-game. Clones, mechs, and mind control centers are just a few examples. The only thing I don't like about this is you have to load the mod in order for it too work. Also, it is a tad annoying that the end-game music plays throughout the entire game if you choose this.
A bunch more leaders and few more civs- this is always a bonus. Holy Roman Empire and Byzantium are great choices. Being a fan of ancient Mesopotamian culture I appreciate the Babylonians and Sumerian civs being added as well. Native Americans are also a fun addition.
There is a new random event concept that actually adds a lot of fun to the game. Something good or bad happens at random and you make choices that either make things better or worse.
When it comes to the scenarios, it looks like they were going for a bit of experimentation instead of the usual. Still if you're anything like me you play these once and never look at them again.
There is one that is like a cyber-punk scifi where you fight zombies. Interesting idea but there isn't much to it. Just walk around in dark buildings while you are assaulted by wave after wave of zombies.
Perhaps the best one is an outer space scenario where you colonize planets. About ten new space civs to choose from and a brand new tech tree .
The Charlemagne scenario as you may have guessed involves the many countries vying for power during the dark ages.
Broken star is a russian campaign that involves a fractured russia. Choose a faction and attempt to find nukes.
I believe the animations have been improved and the units of different civs have been changed so they have more personality. ie. an asian civ will look asian while a native american civ looks native american, instead of the units of every civ looking the same.
Unlike the last installment I believe your getting your moneys worth this time around.


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Sid Meiers Civilization IV: The Complete Edition Review

Sid Meiers Civilization IV: The Complete Edition
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Civilization is a turn-based game where you essentially have to build up a civilization, and move in turn with other civilizations. They may decide to make war with you, they may trade with you, you may crush them. Anything can go on.
When I got Civilization 3, I loved it. It was brilliant for a TBG. The graphics were (for my computer) very fluid and animate. The city graphics were very nice on the map and in detail mode. Diplomacy, war, and construction were all easy to handle (but I usually ended up losing wars or making many very costly amounts of units).
Civilization 3 was great. And Civ 4 was even better.
Now, it does require a decent GFX card. The first time I tried to play it on some archaic piece of dreck of a card (came with the machine), I couldn't see the map - it was black. But when I upgraded to a GeForce 2 card (a relatively old but reliable card), it all came to life. Unlike Civ 3, the map looked very, very realistic. Hills weren't just large bumps in the ground; mountain ranges looked more nautral. Furthermore, you can see where your workers are working ON THE GAME MAP! They're represented by little huts on the map. That's a good improvement over any of the previous versions.
Also, you can build MORE than just farms and mines now. You can build at least three different types of building on any one square of terrain (except a few like desert and ice), and sometimes five or six, including towns (+ gold), windmills (+ food), and foundries (+shields, - food). It's much more complex than before. And that's just the economy.
You can also build more units than before. And it's no longer just simply the rock/paper/scissors method of countering units anymore. Units LEARN what to fight and how to fight it! They still use the experience system (kill a random number of units and get an upgrade), but the upgrades are different. Now, instead of simply hitpoints, you can configure your units to be excellent city attackers, or counters to cavalry, infantry, or artillery, or even capable of healing other units around them. There's more, but I don't want to spoil ALL of it for ya.
One thing I will note, though, that was particularly useful to me: Civ 4 allows you to see the survival rate of any units you have versus the enemy if you should so choose to attack them. This has IMMENSELY helped my strategy in Civ 4! I now know that charing with every unit you've got into a city's a bad idea; you need to decimate the walls with cannons or catapults first.
Other notes include the interesting looking figures who play against you (including Julius and Gaius Caesar, Stalin, Saladin, Roosevelt, Churchill, Boudica (an attractive Celtic leader with a mean streak), and even Mansa Musa (no clue who he is, except that he lead the Empire of Mali - that's on Africa's west coast).
Sid Meier has, once again, made genius material. It'a fun, educational, and it now even includes religion. (Sure, it's not exactly historically accurate religion - Christians without being Jews? - but it's a step forward IMHO).
4 of 5 because, well, frankly, I'm not really a TBG type of guy, but this was a great game, and worthy of any Civilization, Colonisation, or other Turn-Based Game fan.

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The GamesWith over 6 million units sold and unprecedented critical acclaim from fans and press around the world, Sid Meier's Civilization is recognized as one of the greatest PC game franchises of all-time. Now, Sid Meier and Firaxis Games will take this incredibly fun and addictive game to new heights by adding new ways to play and win, new tools to manage and expand your civilization, all-new easy to use mod capabilities and intense multiplayer modes and options. Civilization IV will come to life like never before in a beautifully detailed, living 3D world that will elevate the gameplay experience to a whole new level. Civilization IV was already been heralded as one of the top ten games of 2005, and a must-have for gamers around the globe. Key Features
The Strategy Classic - Includes the multiple game of the year award winner that started the series. Rule throughout time and create your legacy in this landmark game.
3D Living World - Detailed environments where animals roam and smoke billows from small huts, set in a vibrant and colorful world.
Innovative Features - Great People, Holy Cities, missionaries, variable game scales, new land, sea and air units, and loads of new civics.
Sid Meier's Civilization IV: Warlords is the first expansion pack for theaward-winning game that has become an instant worldwide hit. Paying homageto some of history's greatest military leaders, the expansion will deliversix unique and interesting scenarios, giving players the chance to changethe course of history with the help of their new powerful "Warlord" unit.Civ IV: Warlords includes new civilizations, leaders, units, andwonders that will offer even more fun and exciting ways for players to expandtheir civilization's military power. Key Features
New Leaders & Civilizations - More of history's greatest military leaders including Shaka, Wang Kon and Augustus Caesar, plus six all-new civilizations.
Warlord Unit - Utilize a great new person unit – the Warlord. Change the course of history through military might.
New Scenarios - Eight new scenarios including Alexander's Conquests, the Rise of Rome, Genghis Khan and more.
The biggest, most ambitious Civ expansion pack ever Sid Meier's CivilizationIV: Beyond the Sword is the second expansion pack for the definitivestrategy title Civilization IV – the 2005 PC Game of the Year andworldwide hit. Focusing on the late-game time periods after the inventionof gunpowder, the expansion delivers more epic game and scenario contentthan any Civ expansion pack in the history of the series. CivilizationIV: Beyond the Sword contains 11 amazingly unique and challengingscenarios created by the development team at Firaxis, as well as some esteemedmembers of the Civ Community. In addition, ten new civilizations,sixteen new leaders, five new wonders, a variety of new units and severalnew gameplay innovations offer players even more strategic optionsfor expanding their civilization's power as they strive for world domination. Key Features
The Biggest Civ Expansion Ever - A massive increase of 10 civilizations, 64 buildings, 11 scenarios, 5 wonders, 6 technologies, corporations, brand new espionage system and expanded trade routes.
Scenarios - Expect the World: 11 additional scenarios include settling new worlds in Final Frontier, battling zombies in Afterworld, conquering medieval Western Europe in Charlemagne and more.
Unstoppable Corporations - Found your own corporation and spreads its influence as another tool to gain control over the world.
Sid Meier's Civilization IV: Colonization is the third offering in the award winning Civilization IV series. A re-imagining of the classic Colonization strategy game Sid Meier created in 1994, Sid Meier's Civilization IV: Colonization is a total conversion of the Civilization IV engine into a game experience in which players lead a European nation on a quest to colonize and thrive in the New World. Players will be challenged to guide their people from the oppressive motherland, discover a New World, negotiate, trade and fight as they acquire great power and battle for their freedom and independence. Key Features
Classic Game Design - The strategy classic Colonization is rebuilt with beautifully improved visuals, while retaining the famous addictive gameplay and endless fun that are synonymous with Sid Meier games.
Establish a New Nation - Play as the English, Spanish, French or Dutch and journey to a brave new world in search of freedom from your oppressive homeland.
Multiplayer Offers Tons of Replay - Compete with friends from allover the world via the Internet and Play by E-mail modes or competelocally via the Hotseat and LAN modes, offering endless ways to conquerthe New World.

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