Confesso que jogos dúvidosos como esses prefiro ver muitas games plays e rodar um pirata pra ver se o jogo vai me pegar antes de recompensar o trabalho dos desenvolvedores. Faço isso há algum tempo com poucos jogos. Não é necessário quando de trata de GTA, RED DEAD, Resident, dead stranding...voces sabem. Jogo simulação e RTS desde os 10 anos de idade e realmente não me arrependo das horas investidas nestes jogos, mas quando há o desafio. CS2 me pareceu ter as mecânicas para trazer um desafio satisfatório, mas não soube aproveitá-lo. Quando vi o sistema de conquistas, pensei: "Agora sim um motivo para levar o jogo até os limites!". Até que percebo que toda vez que a voce muda de patamar ganha tanto dinheiro que dá pra demolir tudo e fazer de novo. Sem contar com a situação bem elucidada da análise de que as demolições não te causam nenhuma consequencia. Desde o primeiro minuto de jogo até o meu PC travar toda a vez que mudo de ferramenta, me fazendo desistir do jogo a poucos minutos antes de escrever este comentário, o gráfico de felicidade não saiu do verde. Não precisei pegar empréstimo, e sempre que precisava de dinheiro era só subir os impostos , já que nada alterava na demanda e na felicidade dos cidadãos. É um jogo lindo. Prédios maravilhosos, mas não esperava um minecraft. Desistalando um dos maiores jogos de 2023 em menos de 5 horas de jogo. Perca de tempo!
My biggest gripe with a sequel is all the money I spent on expansion packs... Hopefully they will be included in the base game of CS: 2
It had no problems, except difficulty. There was none.Maybe the sandbox folks love it, but why not just take money out of the game? let you build whatever you want? basically how it was. You could not fail no matter how hard you tried. This is a complete deal breaker for me i like a little management (challenge) with my management games
I don't see it as a replacement for the first game or to the hugely extensive modding work the community has done. The top comment highlights some of the issues with the first game, some of which were addressed with mods and others which were really unfixable or where modding wasn't a perfect solution but got us closer to what we wanted. If the essential tooling you're after hasn't been incorporated in the initial release, the ability for the mod community and you to create the content you want will be there (from the sounds of things). Just keep playing the first game until the mods are out that you wanna see!
I don't agree - this isn't about being scared of change. This is about the reality of an extremely fully featured and beloved game with 8 years of official and community content being replaced with a brand new game. Sequel syndrome is really hard to overcome and I don't envy the devs here. There's a huge amount of expectation that's not going to be met. I'm fully expecting the sequel to lack a lot of assets on release, but features that emulate what I call "essential" mods need to be there, in my opinion.
Sure, but people need to accept that a sequel is going to happen. Sounds to me that people are scared of change. Also, CS: 2 is marketed as having powerful mod tools. Regardless, I'll take vanilla CS: 2 over modded CS: 1.
The idea of playing the game vanilla fills me with dread. CS has lived on for me through the creativity of the community making assets and building mods that have transformed the game into something that actually allows me to create with far fewer limitations. This is actually my biggest worry with CS2. I fear that on release it will end up being a "worse" tool than what I have right now because the quality of life mods and crazy functionality to bend the engine to my every whim will be absent. The devs have an immense challenge on their hands. They need to focus on the underlying engine-level issues with the original as u/VonOverkill alluded to, whilst catering to "normies" that are happy to just slap down a massive grid and watch city go brrrr, but also giving powerful tools to players like me that use the game to build hyper-detailed living dioramas. Both are entirely valid ways of playing the game, but I worry that the latter (who happen to be some of the most engaged and hardcore players) will be bitterly disappointed if there's not a tier of built-in "expert" tooling that isn't essential for gameplay, but are critical to enabling the creation of super-realistic stuff. By all means, hide it behind some menu options, but I consider a lot of modded content like Move-it, TM:PE, IMT, IPT, .*Anarchy, Node Controller, Ploppable RICO, etc. absolutely essential for CS2 and it shouldn't be left to the modding community to have to plug the gaps here given that CO KNOW how essential and beloved these mods are in CS.
What is with people here wanting CS: 2 to be a re-skin of the first game? There are a lot of normies out there like me who don't mod the hell out of the game and CS: 1 feels very dated.
Pocket Cars! GAH!
part 1 was almost perfect.Never lose that optimism. They will try to take it from you, every chance they get.But seriously, vanilla CS1 has some huge problems, many of which are at engine-level and can't be fixed without releasing a ground-up sequel.And so on.
I don't think Cities Skylines needs to change much for part 2, part 1 was almost perfect. In my opinion part 2 should just go into a little more detail. Visually, as well as playfully and bigger, clearly bigger. After all, who doesn't want their city to keep getting bigger?