Mashinky reviews

Translated by
Microsoft from Deutsch
Early Access Review There really needs to be a lot to happen that I formulate a Review for an Early Access title. I don't actually like early Access. But Since I sit at Home often enough in the evening and want to try something "new" Without allowing 50 Flakes (Ticks) to grow across the Table, I, as a neat addict, also resort to Early Access titles. Mashinsky what it is:-A railroad management simulation What it's not:-A submarine simulation Womit's to compare is:-Open TTD-Transport Tycoon Deluxe-Transport Giant Womit's incomparable:-Silenthunter-RailRoads-Railroad Tycoon Row-Tr At Fever In Mashinsky, they are roughly allowed to live through the different Eras of Railway History. In doing so, they are discouraged by the disgusting (subjective Assessment) Graph. It seems kind of spongy and pinned. But the Graphics are not about a SIM. So Eyes to and through. Mashinsky has a very original and really new Idea. Unlike in all other Titles, trains don't just drive in money. But also Coal (no, not a Synonym for Money, but real black Coal) and Wood, Diesel, etc. And these Payment Units are called "Tokens." They are earned by transporting certain Goods and Are reissued by purchasing trains and Extensions for Industry and Railway Stations. In Doing So, the Transport of People plays into classic Money tokens with which everything can be bought for a basic driving Operation and all other Tokens see themselves as "luxury tokens" for faster converto more powerful Trains, recchund-enlarging stations or For example, the upgrading of Industry. And so creeps up immediately, and without the beginner Player Really understanding it alongside the classic Verbinde A with B Railroad game, a Resource Management Game segment that Requires a balanced Balancing over the whole Game. Because the super-fast Coal Tokens like nix fuelling Fast Train Locomotives are quickly purchased but difficult to keep Alive. So nothing to me nothing stands the Player without Coal Tokens and his Moves don't stay on the Track (so of course they already stay on the stretch side track) but they slow down noticeably. This forces the Player to think carefully about what the current wood/coal kit production is sufficient and for which Purchase it should be better further expanded. Another very original Idea is influencing the Transition to new Ages. The Player can jump from the Wood-to-coal-ins-diesel Age, etc., By using the tokens. But here, too, it has to be estimated whether the early Leap into the next Age is already profitable. After all, what good is it to be able to buy the new chic Diesel Locomotives Theoretically if you practically lack the Tokens. The Construction of the Routes is as in the old Classics. Square. Angular. Inflexible. But that works. To Build the Tracks, you switch to a graphically stripped-down Construction mode to visualize Height differences and everything nicely in the Checkerboard Pattern. The Signalling, as in any good Railroad Construction Game, is a Science in itself and requires a lot of Training time, especially from Non-railway companies (or not Thyriels). As a Transport Fever Veteran, I thought, "Ha, I know, I'm invincible!" Nope. I was very conquerable. But once you've Understood Signalling and wayfinding AI of Trains, it's mostly going round. In between, there are some Transport Orders, but they still seem very forced and set up at this Stage of Development. But This is certainly due to the fact that Machsky offers the Open World Game in Early Access in order to be able to establish the entire Technology. Later, there may still be a Campaign. We'll see. In any Case, I fell in uncannily love with Machsky (at second Glance), even though so many Game Content is not yet available. Finally, I have to try again to formulate why I Do not think Mashinsky is comparable to RR and Transport Fever. First, the Separation is necessary to appreciate the Originality that Jan Zeleny (is or was also a Developer at Bohemia Interactive) shows here. Second, Machsky makes a necessary Compromise With the Token principle, which mean away from Simulating "Reality" and towards a Puzzle game. But this new Game principle is so catchy that it is incredibly Fun to solve or solve the "Puzzle" (I actually hate Puzzles). In any Case, I am very curious about how to proceed and recommend the Acquisition at this Time, with the Condition that they have Fun Experimenting and can "expect" the Development.
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