![]() Want to build a “spiritual” city? A “cyberpunk” utopia? Pick the respective structures from over 500 available and balance societal values like creativity and knowledge against others like productivity and authority. Once a few basic number values are set, players can sit back and watch the money roll in and happy citizens multiply That’s fine, and more or less accurate, but sidesteps a more fundamental issue: Leave “SimCity: Societies” alone and it effectively plays itself. Developer Tilted Mill calls “SimCity: Societies” a “social engineer simulator” and not a city builder, like its predecessors.
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