Metacritic Games

Utopia City (PC Games)

Utopia became a "purgatory" for its people as it promised to grant them the ability to create their own paradise. In exchange, the Mastermind was allowed to freely scan each person’s emotions, thoughts and feelings. The experiment turned out to be such a success that the Mastermind offered Utopian citizenship to the rest of the non-virtual world. Over time, the experience of Utopia became so popular that its inhabitants eventually outnumbered those remaining in the real world. Thousands of Utopia’s users refused to exit the virtual world. Hoping to gain immortality each inhabitant sought to become a "digital god" and create his or her own paradise. The physical world fell apart in their absence. The deterioration of the physical world prompted the government to establish the Department of Anti-Utopian Affairs (AUA), created for the sole purpose of sending elite teams of agents, called Removers, to Utopia. The players have a choice: they may conform to the ways of Utopia and abide by its laws; or, if they figure out how to free themselves, they can attempt to destroy the Mastermind and rescue the other hostages trapped in the great virtual dream. [Reef Entertainment]

Reef Entertainment
First-Person Shooter
Players: 1
RP (Rating Pending)
Developer: Parallax
Released May 5, 2006

Overall Metascore

This is a weighted, normalized average of all individual scores given by critics, on a scale of 0 (worst) to 100 (best).

23 / 100

Critic Reviews

48 Strategy Informer
While Utopia City does have some unique qualities in the form of rewarding artefacts and its energy based gameplay mechanic, other areas only make it adequate for budget line expectations and out of reach for anything beyond that.
32 PC Gamer UK
Perhaps the dev team just asked the pizza delivery boy to do the job to save some pennies for the sequel. [Aug 2006, p.95]
21 PC Format
There's so much wrong here, from the Matrix rip-off storyline and painful attempts at imitating "Deus Ex," to the lack of textures and dull levels. [July 2006, p.102]
11 PC Zone UK
The in-game text, when comprehensible, looks like a toddler wrote it, the sounds don't match up to the visible actions and the voiceovers are awful, disjointed and mediocre. [Aug 2006, p.84]
10 Loaded Inc
It’s hard to think of anything since the turn of the millennia that looks this bad. Not only are the textures bland and hazy but several levels suffer from what can only be described as "big room syndrome." Large hallways and walls will be monochromatic and feature single furnishings like a lamp, door or sign.

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