Review

Cities: Skylines Review - In The Zone

  • First Released Mar 10, 2015
    released
  • PC
  • NS

Zoned in.

Editor's note: We have updated this review to reflect our experience with the Nintendo Switch version of Cities: Skylines. See the end of the review for our thoughts.

Now this is more like it. Even though my real-world occupation as the mayor of a Canadian town means that I try to escape such things as budget meetings and zoning hearings when I play games, Cities: Skylines still managed to hook me due to its authenticity. Unlike the latest SimCity, which was far too fantastical to let me build cities that resembled those in the real world (size limitations and not being able to establish proper zoning districts drove me crazy), this Colossal Order production nails just enough of what is fun about running a municipality in the real world. Proper zoning, room to grow, and the addition of policies and districts that let you plan out sensible city development make for a (mostly) bona fide experience in the virtual mayor's chair.

Is it too geeky to be excited about the use of zoning rules and policies in a city-building game?
Is it too geeky to be excited about the use of zoning rules and policies in a city-building game?

Making comparisons between games is not always helpful, but in this case, it's difficult to ignore the tight relationship between Cities: Skylines and its SimCity inspiration. Colossal Order delves deep into what Maxis and EA once made so popular with a traditional city-building approach. Few surprises or even significant innovations can be found here: There is just a standard single-player mode of play in which you choose from a handful of maps representing territory types ranging from flat plains to tropical beaches. You may also play the game with standard conditions, dial up the difficulty, and/or turn on sandbox and unlimited-money mods. No tutorial is included, either, which makes for a learning curve at the beginning. At least tips are provided on a continual basis during regular play.

Multiplayer is totally absent, as are frilly options like disasters and giant monster attacks. There are no multiple-city games, either. You have one city to deal with, along with a mostly invisible outside world that allows you to buy and sell goods on a common market. The game has been developed with modding in mind, however, and it ships with a full editor. Therefore, you can expect a lot of user-made add-ons to hit the net shortly. Nonetheless, at the present time, this "just the facts" focus makes for an initially bland experience. The plainness is exacerbated by stark menu screens and dated visuals that are attractive enough to get by, while at the same time cutting corners by cloning buildings and signs, as well as lacking amenities like a day-night cycle and weather patterns.

If you have been jonesing to be a virtual mayor, though, Cities: Skylines gets nearly everything else just right. First off is zoning. You have full control over zoning neighborhoods as low or high (medium is absent, although I didn't miss it) residential, commercial, and industrial. These basic mechanics provide thorough control over laying out cities, which gives you a real sense of being in charge. Second up is map size, which allows for a lot of stretching out. The initial size is restrictive at 2km by 2km, but you can access more plots of land to eventually expand to a metropolis spanning a whopping 36 square km. That allows for expansive burgs, and an incredible sense of freedom. You always have room to correct mistakes and grow out of early problems, making you feel more like the super-mayor that you should feel like, and not the goofball constantly demolishing whole neighborhoods to fix problems you couldn't have foreseen three hours ago.

Two other great features involve establishing districts and policies. This allows for the creation of boroughs with separate identities (policies can be set to take in entire cities, as well) by drawing them out with the Paint District tool. If you want your very own Brooklyn hipsters or a hardhat neighborhood for factory Joes, you can paint out city blocks and then tweak localized settings. This allows you to offer free public transit, boost education, give away smoke detectors, get into high-tech homes, ban high rises, and even alter tax rates for different zones. You can also set up specific industrial areas to focus efforts there. So if you want a green city, allow only farming use in industrial zones. If you want to go in the other direction with the sort of hardcore factories that killed grandpa, you can set up oil or ore districts and watch the smokestacks pump out poison.

Smart use of districts and policies allows for the creation of cities that closely resemble their real-life counterparts.
Smart use of districts and policies allows for the creation of cities that closely resemble their real-life counterparts.

Policies are on the fanciful side, and establishing wildly different rules on social activities and even tax rates between neighborhoods in the same city will not go over well on election day. But I still love the ability to fine-tune cities without delving too deeply into micromanagement. The district and policy features combine to let me sketch out what I want in each part of my city--yes, this will be my gentrified borough for snotty white-collar professionals, complete with a smoking ban, no pets, no high rises, recycling, allowance for the use of certain controlled recreational substances, high-tech homes, and, of course, stupid high taxes--and then sit back and watch neighborhoods evolve.

The challenge is not pronounced, especially if you have city-building experience. You needn't worry about random sparks somehow taking down whole blocks, or other acts of God obliterating all of your hard work. This gives Cities: Skylines a relaxed character, instead of coming across like a rigorous game loaded with set objectives and problems to be solved. It's an old approach, but a great one, as it allows you to concentrate on the abstractions of building, instead of mindlessly racing around meeting random goals related to citizen happiness or residency numbers.

I wish I had shares in Go Nuts Doughnuts.
I wish I had shares in Go Nuts Doughnuts.

The only aspect of the game that becomes annoying to handle is transit. Given the same developer's Cities in Motion series, you might expect roads, buses, and the like to take on a vital role. Ultimately, however, transportation systems are overly Byzantine and convoluted, particularly when it comes to bus routes. It's difficult to tell if transportation woes are your own wrongdoing, or if there are problems with vehicle pathfinding in the game itself. You can muddle through, although you never exert the same level of control with transit as with everything else.

Moving Cities: Skylines to the Nintendo Switch is mostly what you would expect. This is a pretty thorough port of the PC release, including the original game as well as the After Dark and Snowfall expansions that added evening activities and ho-ho-ho weather. But while the game experience itself is virtually the same as it is on PC, you have to make a few sacrifices on the Switch. While the interface itself functions (perhaps surprisingly) well ported from mouse-and-keyboard to the more limited d-pads and buttons of the Switch, the controls are less than precise. I often overshot or undershot my mark. Laying out roads, for example, requires patience here, especially when compared to the ease of putting down long stretches of asphalt on the PC. I eventually became accustomed to the controls, although I still prefer mouse and keyboard.

While the game experience itself is virtually the same as it is on PC, you have to make a few sacrifices on the Switch.

Portability presents some big pluses in that it makes Cities: Skylines more of a pick-up-and-play game where you can bite tasks off in chunks. I played the game more casually and more frequently on the Switch, knocking off sessions throughout the day just because I had the system close at hand. Still, taking the game on the road or even around your house comes with some drawbacks. The intricate nature of city layouts and the small size of the screen makes it tough to track everything easily. This problem grows as cities get bigger. I spent almost as much time zooming in and out as I did zoning neighborhoods. In some ways this made me pay even more attention than usual to what was happening on the mean streets of my cities, but it also led to some frustration.

Camera manipulation reveals performance problems as well. Even though the graphics have clearly been dialed back a touch on the Switch, the game chugs when it has to handle larger cities. This can be a problem when you need to take a close look at things. These stutters seem more pronounced when you have the Switch docked and you’re playing on a TV, so they don’t present as many annoyances when using the console’s own screen, when--as noted above--you have to zoom in more often. Still, this slowdown is not a show-stopper, although optimizing the game through a patch would be welcome.

Even with a few PC issues and a less-than-perfect Switch port, Cities: Skylines remains the best city-builder on the market right now. The game's presentation is stodgy, but it is all but guaranteed to provide you many hours of carefully crafting cities, laying out zoning, and establishing districts for specifics residential and industrial uses…all free from real-world mayoral headaches like 6 a.m. phone calls griping about snowplowing. Right now, there is no better way to take a peek at life as a mayor without filing your papers to run for office in the real world.

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The Good

  • Realistic city-building game mechanics based on a sound understanding of zoning
  • Creation of districts and policies allows for fine-tuning of neighborhoods
  • Designed to be mod-friendly from the day of release
  • Relaxed approach allows you to focus on planning over meeting random goals

The Bad

  • Dry presentation lacks the wow factor
  • Convoluted transit mechanisms don't feature enough fine control

About the Author

Even though real-life mayor Brett Todd plays games to get away from real-world politics, he still enjoyed spending some 20 hours in the virtual world of Cities: Skylines.
179 Comments  RefreshSorted By 
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dzimm

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Even the PC version has sketchy performance, so it's no surprise that the Switch will occasionally struggle.

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BrettSiebenhaar

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I like it. I prefer the Tropico series though... EL PRESEDENTE!!!!!!!

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thingta42

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Anyone who wants a upgrade from Sim City 4 to a newer game should give this one a shot. And at 30$, it's far cheaper then Sim City 5

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invizo

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Publicity of this game really deserved a video review, I also think you should re-evaluate your score since mods that have been released have drastically changed the game: Expanded Road and Transport Tools, huge varieties in building models, and fixable game mechanics just to name a few categories containing 17000 mods.

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mariocerame

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Well written review--thanks. It gave me a real sense of whether I'd like the game.

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SoulLessseyes

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game is awesome, mods will expand the life and fix any niggles.

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illage2

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"I'm coming home, I'm coming home, tell the world I'm coming, let the rain wash away, all the pain of yesterday. I know my kingdom now awaits and thety've forgiven my mistakes, I'm coming home, coming home tell the world I'm coming home" O_O thought this was appropirate.


That is what the city building genre was singing when this game was released. :)

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deactivated-57bac25e99ee3

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Games like this reveal a good trend that's going on in the industry right now; when a well known franchise disappoints and frustrates it's fanbase, some companies step in to make a title which is basically what that game should have been. Cities: Skylines has done for the SimCity reboot what Path of Exile did for Diablo 3 a few years back.

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Royal_Fool

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Edited By Royal_Fool

@robertcain: Yes, I'm coming to this a year late, but I only got Sim City 5 a few months back.

Many of the things the review says are better with Skylines over Sim City is exactly what I like about Sim City, although admittedly, I only play SC as one player,

Yes the SC city maps are small, but it means you have to be clever with your planning - and besides you can bulldoze and rebuild as you need to.

I like having multiple cities to work on, I can try different things on different maps, but each city is still part of the overall whole. So, for example, "The Plains" is an education and electronic orientated city, whereas "Miners Town" is as it sounds, it has mines and an Omega Co. factory. The Processor factory in The Plains keeps the Omega Co factory in Miners Town stocked up with processors. Another city, Kingfisher Cliffs, sells Controlnet to Miners Town.

I also like having to react to disasters, it keeps the game interesting.

I think I'd actually find Skylines restrictive because of only dealing with one city in isolation.

Although... having said all that, I still think I'm probably going to get it, as long as my ageing laptop can run it.

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Caldrin

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@robertcain: Yeag agree.. POE was tons better than Diablo and same with this compared to SimCity.. hopefully we will see a lot more.

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tedlimert

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@robertcain: No for Path of Exile thing. True successor is Grim Dawn you filth

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dylandr

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sooo it's a better version of simcity?


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G4mBi7

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Great game, definately worth buying but know that. .


-Random disasters aren't there, i don't miss them but i do enjoy creating my own trouble :)

-Lack of high tech industry

-Lack of Gambling specialization

-Lack of micro management of services such as the budget or services offered by each individual police station.

-We have the ability to create districts but not regions, the problem is that the information we are provided with is too global, unless everything is completely interconnected, no way to know how much electricity is used by a specific part of your city.

-Citizens don't like public transit, they just don't seem to want to ride it but unlike Sim City, this isn't game breaking and can we worked around.


9/10


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MigGui

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MigGui  Online

@G4mBi7: "citizens don't like public transit" - they must be from Rio then hahaha


the disaster thing, there will for sure come an expansion pack that adds that... we can just wait for it

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illage2

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@MigGui@G4mBi7: We need disasters >:( people keep complanining about stuff. I want to set Godzilla loose on them for them being idots :)

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Vivons

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@illage2@MigGui@G4mBi7: I would very much like disasters in terms of realistic disasters like snow storms, ice storms, flooding, huge fires, etc. This game would be ruined if it started having crap like alien invasions and stupidness like that

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jjleshko90

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Good review from a reliable reviewer who's actually been there.

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kzebski

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Gamespot should have a real undead ninja review Mortal Kombat X.

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jflkdjs

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Is the reviewer a real mayor? If he is, then he gets my vote :)

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kaluy

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@jflkdjs: << LINK REMOVED >>

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illage2

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@kaluy@jflkdjs: What a fucking legend :D

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jflkdjs

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@kaluy@jflkdjs: That is so cool :)

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Lattata

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Cheaper then Sim City (2013) and just about 50 times more of a game then Sim City . This is what Sim City should have been from the get go.

13 • 
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Ethario

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And if Sim City wasn't the fail it was, this game wouldn't have done as good as it did. Thank you EA ! signed -paradox

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TheGreatPhoenix

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@ethario: well their original trailer was basically "everything that EA F'<< LINK REMOVED >> up, We're not doing any of that". So that was the angle all along. And they still managed to live up to ridiculous expectations. Checkmate from paradox and colossal.

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normanislost

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@TheGreatPhoenix@ethario: a well thought out business strategy if ever I heard one

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Doozie78

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Nice review, and a good game too. I don't know why but I find it very charming.

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TeknoBug

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Since it can play natively on Linux, I may buy this. Been a fan of SimCity up until the last one. Also got Cities XL but that's not a very good game.

Not having to be online to play is a bonus, something many companies don't seem to understand anymore.

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Vivons

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@TeknoBug: I fully agree with you with your online comment. How many games' single-player mode have been cheapened so that multiplayer can be perfected. Sometimes, I don't wanna play online. I just wanna wake up on a Saturday afternoon, turn on my PC or console, and hop into a fun single-player campaign for a couple hours. I buy games typically based on its single-player quality. Its multiplayer is just an extra addition/benefit for me, and games should be like that. It doesn't mean the multiplayer has to suck or be eliminated (though some games like this simply don't need a multiplayer component), it just means, if it has both, it should do what GTA 5 does (minus the server problems) in putting just as much quality in single-player (without forcing multiplayer) as in muliplayer

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Hurvl

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@TeknoBug: SimCity now has an official offline mode, but this game still seems much better in other ways.

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TeknoBug

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@Hurvl@TeknoBug: Yes I know, but still lost my city once due to corrupt file lol

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simc1

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It seems this unknown game publisher succesfuly thrown a party and gathered hundred thousands of people to dance on the ashes of Simcity 5. Thanks a MILLION, PC gamers truly appreciate!

4 • 
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Caldrin

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@simc1: unknown publisher ?

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Warlord_Irochi

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@simc1: Paradox? Unknown?
what?

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octabrain999

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interesting to know whether they made this because simcity tanked so badly, a lot of pissed of people might migrate to this franchise

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colbster

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So you don't have to be online to play? Weird!

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bloody-hell

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@colbster: Indeed, all of this is possible without "the power of the cloud" on our measly consumer hardware, offline, as it should be.

Also seems like truthful marketing and actual gameplay streams before release, including Q&A sessions with the developers have a positive effect on customers because they do exactly know what they'll be getting - who would have thought.

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