Showing posts with label sim. Show all posts
Showing posts with label sim. Show all posts

Thursday, 19 June 2014

Sim City (SNES)


Because real ones are a pain in the arse.

It's possibly an odd choice of game, though games akin to have taken off with huge support and a large following. The idea that you get to control an environment of your choosing, shape it, mold it and breathe life into it before slapping a shopping centre in the middle and screwing up the landscape with an industrial site, is just one of the many things you can do in Sim City on the Super Nintendo.

In a short while you can go from serenity to chaos.

The idea is the same as one would find on the PC and other versions. You're given a blank slate of land, a budget depending upon the difficulty and told to go and start a town. First you'll need power, but which type to you? Pollution heavy coal that doesn't power as many buildings, or more powerful nuclear power that runs the risk of meltdown and making your town uninhabitable for many, many years? Do you build up the industrial centres with houses too to make them cheap and affordable, but also encourage crime? Or do you build them way away from everything and have only the super rich afford it? Which means very few will come in.

"Paved paradise, put up a parking lot..."

There's many choices like this in Sim City and that's before we even scratch the surface to see the maps and reports one can find. Crime, tax, people's voice, fire control, roads and transportation; you can control all the taxes and where they're spent but not enough money will either leave roads and rail crumbling or the police and fire unable to do their jobs. You could raise taxes, but few will stay around for that, or lower them for more people but gaining less from them. It's a tightrope of economic balance and you'll have to do it.

Might as well, it's going to be full of shit anyway.

You're not alone, there's the Doc that assists by telling you the blatantly obvious and also updating you on things like when your town becomes a city, when you get prizes and bonuses, how to combat demand and most importantly, when something is ruining your city like a disaster, such as floods, fires, plane crashes or Bowser in a chariot... Yeah, we kind of departed from reality a little there.

Thanks Doc... Now sod off until I need a prostate exam.

There's no real end to the game, you can build and develop, save, come back, build and develop and go from Town to City to Capital to Metropolis and beyond in ranking. You'll invest in stadiums to keep people happy, airports and seaports for commerce and industry to develop and run further risks of plane and boat crashes. There's always a consequence for each action in this game and part of the fun is finding out what the impact will be to the small and minute changes that you make.

Crime map, aka, how badly your Police are doing.

The problem comes from not knowing straight away what will cause what and the impact is not always immediate within the game. You'll put down extra residences but people might not move in. Either because they're too expensive, or not far enough away from industrial areas, or not close enough to commercial ones. Unless you're careful too, you can waste the proximity bonuses of using Stadiums and such, while it's not abundantly clear how to remove a monster unless you've got a big population AND cash. Lots of little trick and traps to fall foul of.

The public are idiots, should be 100% NO at this point.

But if you want challenge, there's 1000 maps to generate and use as a land-start for your Town and City, each having you use the landscape slightly differently while also there's the challenge modes. Where you get given a city, and it's attacked in some fashion or another. Leading you to save the city while you can, some are a lot easier than others such as the floods (I just carried on anyway) the fires (bulldozed burning buildings and slapped in Fire Departments) while some are a lot harder like the nuclear meltdown one. Thankfully you are told what's in demand regarding Residential, Commercial and Industry, but not specifically what needs to go where to make the most of the opportunities.

Ooh! Pick the Boston Nuclear Meltdown!!!

It also has that quaint Nintendo charm of being lively, upbeat, chirpy and bouncy with the graphics and the music (which you can turn off, the music, not the graphics, that'd be fucking stupid). Everything extra from the PC version has Nintendo's touch upon it, which isn't necessarily a bad thing but there could have been better ways to present some of the information and as such this one isn't really intended for the younger audiences out there. But if you've the time and patience, you could learn to enjoy and even love this game.

Monday, 24 February 2014

Law of the West

1985 game about 1885 life




Have you ever wanted to be a Sheriff in the old West? Ever wanted to walk around like you're John Wayne and be Duke to all that you survey? Did you ever consider that maybe it's a risky business and you're more likely to get shot than make it to the end of the day without looking either like a dead man or a coward? Do I know what I'm talking about any more? That last one I might be able to answer, as I've no real clue, but I have played Law of The West on the C64 and this half-week review is on that.

I suppose I have the lack of processing power and the imagination of armies of bedroom-programmers to thank for the huge variety of games we used to get back in the days of the C64 and ZX81 et al. So many different games based on different circumstances and back in an age where making something similar wasn't really the way to go but making something unique was the forerunner to innovation and inspiration.... Gone off on one again haven't I.
Is he telling the truth? Sod it, just shoot the bastard anyway.
 
LoTW is effectively a "Day in the Life Of" game where you play as Sheriff NoHead (or left hand side as far as we can see) where you'll have to contend with doing the rounds in the town. A town that has its own doctor, deputy, saloon, bank, railway and other usual stock-locations one would expect to find in any half-decent "Living in the West" film/story. I always get reminded of Blazing Saddles at this point. You'll have to chat with various people, select your options from the trees of conversations and attempt to ascertain what might be happening around the town and how best to deal with each situation. This leads to a somewhat more complicated situation than one might initially realise.

That doctor, the one you told to go fuck himself and drink like a fish, well if you get shot he won't be able to patch you back up. Or balls up the scenario so badly that it kills you anyway. Or if you piss him off about how shitty his job is or how bad he is, he won't help you as you've been a right prick to him. (What was that about "do no harm"...).

 
Bottom option! You yellow-bellied coward.
Likewise various people are inherently good and bad in the game, though your choice of options can sway them from being good to being a dick, or being bad to leaving you alone or giving up entirely their weapons. Some will reveal things like a certain location is going to be held up by robbers and you'll be heading that way shortly after to stop them in a quick-draw shoot out. Other people will just get pissed off and try to shoot you, though you could just shoot everyone as soon as they arrive, including the little kid. There's no blood (unless YOU get shot) and if you kill the person as they arrive, you'll skip onto the next event.

After 12 events have happened, you'll be rated and assessed on how well you did in the day and given a score. Ratings on how much of a lawman you are, how romantic you were with the ladies, how many bad people you killed, good people you killed and so on. For each encounter there are 3 choices to be made from 4 options. Sometimes it's easy to see where things are going, other times it’s not. One particular encounter seems to be confrontational but can turn out to be that the fast-drawing mexican in front of you is NOT there to challenge you but is actually a hero of the people if you play the cards right. Pre-conceived notions are NOT going to help you here (and the use of the minor key in the music when some of the characters come in is not helpful in trying to gauge good/bad)

 
...In a body bag, cattle rustlin' jezebel.

The controls are a little sluggish for drawing the gun and shooting, the animations a little stiff though the detail on the characters and the sheriff are impressive for the C64. The melodies seem to be inspired very strongly by your usual cowboy films and shows and everything about it could be a slice-of-life game were it not so short. Only getting one day is a little brief but you can always replay it and see what options will get you where. Maybe you can piss the sassy lady off and have to shoot her? Or see if you can talk your deputy down from being a dick? Or perhaps shoot that prick kid in the face for not telling you the secret he has.

But be careful, the game does try to catch you out at times. Sometimes the bank gets robbed ANYWAY if you just happen to be there at the right time when the scenes change. Sometimes someone will walk away and at the last moment draw their weapon and try to shoot you and in other places, someone who comes across as a good person can be a real monster depending on the statements you make and the choices you take.

  
Option #5 Shove it up your arse and pull the trigger, bitch.

As a result, there's a lot of replay value and there has to be for a game that can be over in relatively quick time, if you take the time and planning to explore all of the possibilities. Otherwise it's a nice functional game that could have been made better by having the time expanded out and the game take place over the course of a week, maybe seeing how that hoe-down went with the teacher, or if you can go the whole week without murdering your deputy for being a smart-arse shitbag bastard. Otherwise it's a shot and brief excursion through what could have been a very promising and very complex game.