- Summary: Cities in Motion 2 is the sequel to the popular mass transit simulation game Cities in Motion. The Modern Days introduces new features, like multiplayer game modes, day and night cycle, timetables and dynamic cities. The player's actions in building the transportation network will affect how the city grows, with affordable transportation spawning middle class housing and work places, and more expensive and delicate choices bringing in demanding business people. Player has many different types of vehicles to choose from and now can also build roads with bus lanes. Tackling the rush hour by managing transportation timetables and meeting the needs of the citizens are one of the key elements of building a successful and efficient network!… Expand
May 13, 2013The cities themselves may feel a bit more bland than in the first game but the actual motion of them is top notch. Cities in Motion 2 boasts a deep and satisfying simulation of the woes of managing public transit. Not without its problems but nevertheless one of the top players in its genre.
Apr 12, 2013The learning curve is steep and if you’re easily frustrated you might consider going back to the predecessor. But if you’re willing to invest time and a lot of trial&error in this mass transit simulator, behind all the glitches and the useless tutorial you’ll find a motivating diamond in the rough that shows a lot of potential and keeps you awake longer than you’d like to admit.
May 13, 2013The biggest problem with Cities in Motion 2 is that this game is extremely user-unfriendly. Gameplay is sluggish even with the highest time compression and the interface contradicts ergonomics and intuition. [CD-Action 06/2013, p.80]
Apr 3, 2013Oh good God! This game is... AMAZING!
Let me tell you why this game, from an independent developer took SimCity's 2013 crown as the best city simulator:
1. This game HAS AGENTS! Just like the new SimCity 2013, don't believe me? Find a citizen on the street (the slang for the term citizen in this game is, ironically.. Cim) and you can follow the Cims in the city. They will do everyday tasks based on a schedule, which i will cover in a later reason why this game is better, they have a STABLE work place, and a STABLE house, not like the Sims in SC2013, who will randomly pick the closest available house and job every day.
2. The next reason why this game is better than SC2013, is related to the Cims. Since each Cim is interdependently simulated by the game, with its own daily routine, this will create traffic problems. Traffic in this game is way more realistic than the one in SC. The cars will actually park on the street (you have this type of road, which btw this game has more road options than all the SC games and Cities XL combined!). Once the car parks next to the job, house, etc, you can see the Cim GOING IN AND OUT of it! Most Cims have cars, close to SC, they will leave their cars and walk close to their work/home.
3. The time is more realistic than SC2013. It does indeed have a day/nigh cycle, but it also has a semi-realistic ingame clock. Each minute in the game is a second in real life, so an hour in the game lasts 1 minute in real life, and a day in the game lasts 24 minutes in real life (there are speed options). This does not stop here, there are weekdays, from Monday to Sunday, and the Cims are actually programmed to act according to these days, meaning you will get a huge rush hour Monday morning and Friday evening, but it will be less traffic on weekends, well less traffic between work and homes. Same applies to night hours, you will not see people wondering the streets at 2 AM... The weekend means that Cims will go to leisure places more.
4. Map size, the thing that in my opinion broke SC2013. I did not have time to compare the maps in this game, which by the way, it has a built in map editor, so people can go crazy and share maps, just like the old SC4 days, think of them as terraforming tools, they do just that, you can morph the terrain, add mountains, rivers, even build a city and use it to make a scenario like the good old Roller Coaster Tycoon days. Back to map size, the map is definitively bigger than the cities in SC2013, but there is a catch, it is a fixed map size, and there are only 6 available cities, different layouts, reliefs but same size, this is also the only available size in the map editor, but as i say, it is bigger than 2x2km, I say, it is somewhere close to 3x3km, I would dare to say that it is as big as the large map from SC4, but don't take my word for it.
5. City building, personally, I like it more that the city grows around your roads, it takes away the burden of micromanagement, comparing it to SC, which is the point of this review, it is better, not like SC2013 gives you many tools, just plop some zones and based on the road density, buildings plop out, well this mechanism is similar in CIM2, the road density affects the size of the building. There are no government buildings, the game generates them, which I think is better since it balances the services, like schools, police stations, etc. The only drawback here is that the schools, police and the rest of the government buildings do not generate education, security, etc, but they do generate work places for Cims. All in all, this is a much more simple city planning, and since SC2013 became so simple, from the two games, CIM2 has a better one. SC4 is still king at city planning, but we are talking about SC2013 here.
6. Mass transit. I will not say a lot here... SC2013 gives you bus stations, trains, which you cannot plop rails btw, and that is it... This game however give you buses, trams, trolleys, metros that can become elevated, and "boat buses". Not a lot of options compared to SC2013, but at least you can draw the lines wherever you want, create lines for each type, and not stay helplessly and watch your buses get stuck in a loop because the agent AI is broken...
7. Most important feature that makes CIM2 better than SC2013... IT HAS MULTIPLAYER.
But with no DRM. It actually has a fun multiplayer, you can play with your friends, you share a city with them, but the city gets saves on YOUR computer (and YOUR friends if you play it together).... Let me repeat YOU CAN SAVE YOUR CITY ON YOUR COMPUTER..
So yea, a indie developer destroyed a franchise that ironically, inspired this type of games, but it destroyed itself as well because of corporate greed. Bravo Paradox, you sirs deserve all the internets in the world!… Expand
May 19, 2013I was a bit scared at launch. A very good communication with customers and fantastic listening, 3 weeks later, most of the requests are satisfied. Game play is very good with a lot of flexibility in the game rules. Congratulations to Paradox game and all the teams for your hard work.… Expand
Apr 13, 2013The simulator is very deep and intelligently designed, you have to take some time to experiment how things work, but once you get the grasp the possibilities are endless! Maybe just a bit weird UI and controls, however the latter can be customized to your liking. I highly recommend this game!… Expand
Apr 6, 2013It's about as intuitive and welcoming as an old copy of Microsoft Access, but CiM2 has a surprising amount of charm beneath its busy GUI. The main engine has had an overhaul and unlike Glassbox it doesn't suck and ruin the game. After a couple hours you'll get a feel for the logic of game and sort through the idiosyncrasies of the typically European design. It's not perfect and the first patch should iron out some of the quirks but it's certainly a deeper, better looking and more satisfying game than the original.… Expand
Apr 3, 2013This looks like it could be a great game but it's really complicated, much more then the first one was. It has a lot of improvements over CiM, but some of it's drawbacks. It's now gridless, which is good, but the metro lines are like the rail lines in the first editor, very finicky on how they'll link up. So add that to the gridless and I found laying out track very frustrating. The ability to have lines auto resolve (kind of like what Sid Mier's Railway tycoon did) would really help.
Each line needs a depot, which adds a new element, but connecting depots to all your lines with the exception of the bus, could be a bit of a pain.
The new elevation system is much more powerful but less intuitive. Instead of simply clicking on a depth icon you use the page up or down to change elevation, which you have to pay close attention to because so far I've seen no way to tell what elevation everything else is. You also will still see all the roads when you go lower which I found a bit weird, it be nice to be able to toggle this behavior.
I've also found that it's a bit harder to make sure your tram is running in the right direction. The tutorial (so far) and manual don't give nearly enough information and guidance on how everything fits and works together. Like many European games it's really detailed and has a ton of depth. And like many European games it will take a bit of work to really master. For some that will be a challenge to others a PITA. I'm just not sure which one I'll be. If you loved CiM you'l most likely like this one, and possibly love it once it grows on you. If you only liked CiM I'd give it a pass. And if you've never played CiM, I'd give it a shot before this one.
The one good thing is that with CiM they was improvements made to the game as time went on. Hopefully Paradox will see the area's that need to be improved and do their utmost to fix them.… Expand
Oct 26, 2013Bought this game this morning, but was disappointed that it couldn't run lag-free. I even tried lowering the graphics setting to its lowest point but it still lags. The trailer for this looks amazing and even some of the game play done by others. If I can run The Sims 3 on its highest settings, I could have done the same for this game. Some people cannot afford a graphics video card ya know. Being a simulation game, I'll just rate a 5/10 on this.… Expand
Feb 18, 2014The system is great. The time table is great. The vehicles are pretty good. But why a bad rating?
When you closely observe what your passengers are doing, you get mad. They get out of Line A, (sometimes walk a pretty long distance to) struggle to get on Line B, take a few stops and get out, now guess what? They continue on Line A. Yeah, some direction! This make all the good ideas designing this game meaningless. And worst of all, make all my ideas designing my trans. system meaningless. I'm like, couping with a crowd of insane CO made passengers.
You make a big network, you observe, and you know how terrible and broken the AI path-finding is.
What's even worse, CO(producer of this game) denied this problem, several times. They said it's working good according to their design. Now I can give the negative rate. I won't vote low just because the game has a problem. In fact, I allow developers find and fix problems because I gave them feed-backs.
Now that they said the path-finding is OK in their opinion. Well, then their game deserves a 1 out of 10 voting.… Expand
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