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 PLATFORM: PC
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eterans of the SimCity franchise know the satisfaction that comes from successfully juggling pollution, traffic, and commercial concerns while keeping a watchful eye on financial reports. For other gamers, the complexities of a growing city can be daunting. In a surprising move for the series, SimCity Societies has ditched long-standing conventions like zoning and budgets. Even more surprising, however, is the fact that the game still holds up as an addictive and engaging simulation.

The biggest change is the shift in emphasis from traditional money to cultural currency. Cold, hard cash is still used for erecting structures, but the focus is on the ideals of the community you want to create. This approach does an excellent job of allowing players to craft a unique identity for their cities. Whether you want a religious podunk farm town or a vast authoritarian dystopia, all you need to do is build the appropriate structures to build cultural capital, then spend it on things that cater to those values. It’s especially cool to see how your decisions feed off of each other; placing items that encourage the Prosperity trait will eventually unlock better structures in that style, kind of like a societal tech tree.

You’ll never find yourself in a downward spiral in terms of finance; careless planning only results in a town full of loafabouts, criminals, and malcontents. This safety net makes it easy to experiment with what Societies can offer, but it also puts a limitation on how deep you can dig. That’s the key issue that keeps Societies from living up to the hallowed SimCity name: It doesn’t give you as much incentive to keep playing. New buildings are the main rewards, but without the more complicated diversions of city management, there isn’t much challenge in obtaining them.

SimCity Societies is ultimately a step down from its predecessors, but it doesn’t fall so far to be considered a blunder. You may not sink as much time into this installment, but the reinvention of the gameplay mechanics results in an inventive array of new problems to solve.

  

ANDREW REINER   6.75
A terrible disaster lays waste to my city, and it’s not a meteor storm or an alien attack. It’s the gameplay. Societies allows players to build glorious cityscapes and thriving metropolises, but with no real penalty or challenge. All of the careful planning and strategic elements that this series has used as its foundation have been replaced with one poorly implemented thing: social energies. As long as you build enough homes, workplaces, and social hangouts to keep your Sims happy, you have nothing to worry about. Even when I tried to create the crappiest city possible, my finances continued to soar and my denizens were as happy as could be. Without the core gameplay there, this follow-up feels more like a knock-off than the real deal. As a city building simulator it shines, but as a game it lags well behind the series’ standards.
8
CONCEPT:
Redefine what it means to be mayor of SimCity by focusing more on culture than budgets
GRAPHICS:
The visual styles of each kind of society are wonderfully distinct and consistent
SOUND:
You’ll be much better off with your own playlist
PLAYABILITY:
The lack of depth comes through strong in the later hours, but makes it easy to learn the ropes quickly
ENTERTAINMENT:
A unique move for the series pays off with lots of fun, but not as much staying power
REPLAY:
Moderately High
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