Developer: Titled Mills
Release Date: November 12, 2007
ESRB Rating: E for Everyone (10+)
Genre: City Building Sim
The Bottom Line: Easy to learn? Check. Beautiful cities? Check? Fun to play? Check. Packed with hours of highly addictive gameplay? Perhaps. It doesn't provide the in-depth city management gameplay long-time "SimCity" gamers have grown to love.
Pros:
- Range of building types
- beautiful, detailed 3D world
- Multiple game modes, including unlimited money
Cons:
- Shallow gameplay
- Buggy, many random crashes
- Not challenging
- Limited zoom out
- Few transportation methods
"SimCity Societies" Features
- Build cities based on culture, behaviors, and societal values.
- Small town, industrial, capitalist, romantic, fun, contemplative, authoritarian, and cyberpunk are the types of cities you can build.
- 350 building types.
- Architectural styles range from fun to modern.
- Industry, prosperity, authoritarian, knowledge, spirituality, or creativity are the societal values buildings produce or require to run.
- Environment friendly power sources, such as wind, natural gas, hydrogen, and solar power.
- Earn trophies and medals for attaining certain population levels and societal values.
- Build venues to give Sims a place to relax and enjoy themselves.
"SimCity Societies" Review
"SimCity Societies" doesn't have use 3 zones to develop. We have to decide the type of buildings to put down. Do we need another burger joint? Or maybe a cotton candy stand would be better? These are things you may ponder. You won't be concerned with services funding, tax rates, roads, or transportation congestion. It's a sandbox to make any type of city you want.
All the buildings are placed by you. Each building either adds or lowers the societal value (prosperity and knowledge, for example). A school or college add knowledge value, while a research building may need knowledge to run. This value system keeps a city balanced. To use knowledge, the city needs to produce knowledge.
The gameplay of "SimCity Societies" can be boiled down to this: build homes, build enough workplaces to employ all Sims, and build venues (stadiums, movie theaters, opera, bars, etc) to keep Sims happy. Do this while monitoring the social values and you won't have any problems. Money is earned through businesses. Happy sims means more money for you. It doesn't take long to establish a regular flow of cash. There are no real transportation concerns, money problems (keep Sims happy and the money flow never stops), or even having to make sure there is good school coverage are issues.
The challenge of "SimCity Societies" has to come from you. You need to challenge yourself to build a specific city style with only certain social values. Maybe a romantic city focused on creativity. There are achievement ribbons and trophies earned based on population and total city social values. A nice idea, just doesn't take long to earn them all. I had almost all of them after a day of playing.
"SimCity Societies" does what it set out to do - to be an introduction to city building and give gamers tools to build their dream city. Gamers wanting a city management game won't be happy and should skip "SimCity Societies."