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SimCity 4

 
Games: SimCity 4

Game Description

This fourth evolution in the granddaddy of Sim series offers state-of-art presentational updates as well innovative features and fresh aspects of play. Though revisiting the series' basic challenge to design, establish, and nurture a balanced, living community of virtual citizens, SimCity 4 players are able to mold their microcosms as never before.

New landscape creation tools allow players to build mountains and valleys, rivers, and forests, so they can create an ideal environment even before the first street is laid down. The SimCity is now part of a larger community, along with other cities in the region, and once neighboring cities are connected by transportation networks they can trade (or compete) for important resources.

SimCity 4 also borrows a few ideas back from it's all-time best-selling progeny The Sims, allowing players to follow the personal life of one of their SimCity citizens.

Enhancing and augmenting mainstay SimCity features while adding new perspectives and possibilities, SimCity 4 is designed to appeal to players new to city management as well as to veterans of the classic series.
~ T.J. Deci, All Game Guide

Review: Overall

Megalomaniacs love to play god. The SimCity series makes ruling a world fun, even for people not obsessed with delusions of grandeur. The genius of SimCity, however, has always involved what you, as the mayor/god, can't control. Any buffoon can destroy a city with the help of tornados, Godzilla, or a flood. Getting the stubborn "sims" to follow your lead, however, is a tricky assignment. SimCity 4 offers complicated budget, business, and transit systems along with the expected (and great) gameplay of the SimCity series. With the fourth installment of a series, however, players should wonder if there's any reason to keep playing.

The biggest change from SimCity 3000 allows players to construct a metropolis of interconnected cities within "regions." Want a neighboring city to be a giant landfill? Build one. Need more water? Build an aquifer next door. Having neighbors offers immediate benefits for a city's industrial and commercial businesses, too, since they will be able to easily export and import products. The concept of a megalopolis is intriguing, but in practice it's mostly boring. Building multiple cities is time-consuming, and the need for city after city squelches the individualized personality of each borough. It's interesting to incorporate a new town's geography into the design, but individualized city plans were possible in earlier incarnations of SimCity too.

When zoning, as in SimCity 3000, mayors can choose from low, medium, and high density zones. High density zones are more expensive and cause traffic problems, but bring in more tax money. Deciding, early in a city's life, how to zone can be difficult. The medium density zones seem to be the best bargain, allowing moderate density without too much expense. Later in a city's life, with highways and developed mass transportation systems, high density zones are an attractive option.

City finances are the biggest challenge for any mayor, and SimCity 4 ups the ante with expensive city services and "rewards" that inevitably cost money. Sure, a soccer stadium is nice, but the resultant $400 per month is pricey. Players can attempt to market their city to high-wealth citizens and businesses -- a good plan -- but it's tough. Wealthy denizens want the best health care, education, services, and, to top it off, low tax rates. Pollution, garbage disposal, decaying power plants, and other fun byproducts of civilization will regularly torment mayors as well. Of course, SimCity, SimCity 2000, and SimCity 3000 were challenging as well, but SimCity 4 may be the toughest yet. The additional headache of coordinating multiple cities and their respective needs, while interesting, adds a new element of challenge.

The SimCity San Francisco earthquake or Godzilla-attacks-Tokyo scenarios were always fun. Unfortunately, SimCity 4 has little to offer beyond the basic city building modes. Options include regions of the world, like Paris, but players will have to construct the famous cities themselves. One new feature, called "My Sims" allows users to import Sims into their city. If they don't have any specific Sims, generic Sims can be created and imported. It's not terribly exciting, though; your Sims will find jobs and complain about various things, but seldom provide any new information.

With such an impressive pedigree, much is expected of SimCity 4. The impeccable gameplay has been tweaked, giving the same great urban cycles with just a little more challenge. The graphics, especially the new nighttime displays, are dazzling, and the regional options are impressive. However, SimCity 4 lacks scenarios, ready-made cities from the developers, and some new features -- the first person "streetside" view was discussed during development, but is absent. Whether or not players enjoy SimCity 4 for extended periods will depend on how much they like the basic city-building the series has always offered. Not too much has changed.
~ Mark Hoogland, All Game Guide

Review: Enjoyment

The excellent gameplay of the SimCity series has been tweaked, slightly; it's fun, and challenging.
~ Mark Hoogland, All Game Guide

Review: Graphics

Marvelous detail, especially on the highest zoom level. However, the graphics do cause the engine to chug along when scrolling, and zooming in and out causes problems as well.
~ Mark Hoogland, All Game Guide

Review: Sound

Beeps, honking, sirens, explosions, and other city sounds. Nothing too impressive, but the noises add a needed touch.
~ Mark Hoogland, All Game Guide

Review: Replay Value

For players who love city building, there's infinite play. However, scenarios and pre-made cities would have added a great deal of gameplay.
~ Mark Hoogland, All Game Guide

Review: Documentation

The original {*SimCity} came with a mammoth textbook full of advice and information; {*SimCity 4} offers plenty of information, but doesn't go overboard...too bad, because the overkill of the original manual offered quirky enjoyment.
~ Mark Hoogland, All Game Guide

Production Credits

Design: Joseph Knight, Michael McCormick; Lead Architect & Engineer: Paul Pedriana; Co-Architect & Engineer: Venkat Ajjanagadde; Engineer: Alex Bilyk, Alexander Peck, Andrew Willmott, Avery Lee, Chuck Jordan, Colin Andrews, David Bunch, Ed Nanale, Eric Grundstrom, Justin Graham, Kevin O'Hare, Nick Schipano, Patrick McCarthy, Paul Wilkinson, Richard Reed, Roland Vilette, Talin, Vasyl Tsvirkunov; Engineering Intern: Farhan Zaidi, Gil Yuh, Irfan Zaidi; Development Director: Billy Hsu, Nana Wallace; Studio Development Director: Brian Deppiesse; Creative & Art Director: Ocean Quigley; User Interface Design & Art: Christian Stratton; Content Art Director: David Patch; Artist: Alvin Go, Brian White, Charles London, Charlie Acquilina, Chris Hughes, Chuck Eyler, John Brown, Justin Brown, Kevin Byall, Mike Long, Shannon Galvin; External Art Contributor: New Pencil Inc, Digital Fauxtography, Panoptic Imaging LLC, Creat Studio LLC, Fluent Entertainment, Semi Logic Entertainments Inc., J. X. Bell; Executive Producer: Kana Ryan; Lead Producer: Kevin Hogan, Sean Decker; Production: Chris Crowell, Christi Graber, Creighton Hurt, Frank Simon, Evan Mager, Jeff Walkup, Marisa Ong, Michael Cox, Thomas Vu, Todd Reamon; VP Production & Development: Lucy Bradshaw; Audio Director: Jerry Martin; Sound Creative Design: Kent Jolly, Marc Farly, Robi Kauker; Composer: Jerry Martin, Marc Russo, Robi Kauker, Kent Jolly, The Humble Brothers, Kirk Casey, Anna Karney, Walt Szalva, Bob Marshall, Michael Land; Lead Sound Designer: Kent Jolly; Sound Designer: Robi Kauker, Marc Farly, Michael Cormier, Norman Kern, Jory K. Plum, Outpost Film Center, Berkeley Sound Artists, Omni Interactive Audio, The Bay Area Sound Department; Musician: Jerry Martin, Marc Russo, Kent Jolly, Robi Kauker, Paul MacCandless, Rock Hendricks, Karl Perazzo, John Mader, Ruth Davies, Benny Reitveld, Eddie Ramirez, Kirk Casey, Richard DeGraffenreid, Stef Burns, Hugh Livingston, Walt Szalva, Sharkey Laguna, Barry Shulman; Sound Asset Managment: Jeff Lillard, Bill Cameron; Voice Talent: Gerri Lawlor, Stephen Kearin; Writer: Dorothy Bradshaw, Tom Bentley; Website Design: Emily Modde, Darren Futa, Dan Grove; Website Production: Emily Modde; Website Engineering: Mark Templin, Noel Molon, Toby Roberts, Wren Weburg; Community Support: Dan Grove, Cliff Hicks; Administrative Support: Debbie Carlin; Lead Tester: Shan Simpson; Assistant Lead Tester: Ben Farley, Charles Broquard, Syruss Flyte; Core Tester: Aaron Clark, Arri Maskell, Brad Hayden, Brian Rush, Caleb Corey, Ching Hung, Cliff Anderson, Colby Schneider, Cory Wolbach, Darren Krommenhock, Dave Holt, Doi Hayashi, Eoin McQuinn, Eric Johnson, Heather Walls, James Vaughn, Jeff Danner, John Cook, Kip Katsarelis, Kristian Korns, Liane W. Pittier, Luke Phillips, Mark Lojkovic, Marleah Sherwood, Michael Romanowski, Mike Lee, Nicole David, Stephen Yee, Steve Schmidt, Tim Smith, Victoria Strong, Weldon Chen; Compatibility and Technology Lab: John Hanley, Dave Koerner, Dave Caron, Mark Gonzales, Angelo Bayan, Nick Field, Peter Reik; Customer Quality Control: Russell Medeiros, Dave Knudson, Tony Alexander, Darryl Jenkins, Anthony Barbagallo, Simon Steel, Eron Garcia; Localization Manager: Knut Grossman; Localization Assistant: Kam Zambel, Gabriel Gils-Carbo; Translation & Language Test: Alvaro Corral, Angela Hufschmidt, Angtee, Antonio Yago, Bettina Bachon, Chan Park, CTO Spa Giulio Marchionni, Dirk Vojtilo, Janusz Mrzigod, Jerry Lee, Jingwei Sun, Juhyun Lee, Junetsu Kakuta, Justine Kim, Katarzyna Gryglewska-Cebrat, Laurent Gilbert, Mateus Andrade, Maxwell Peng, Michaela Bartelt, Nadine Monschau, Parit Paritmongkol, Phuong Tran-Mai, Piotr Budny, Quoted, Traducoes, Sami Valkama, Samy Benromdhane, Stephane Tachon, Tanja Ratajczyk, U-Trax Multi Media Localisations B.V.; International Customer Quality Control: Angtee, Chan Park, Christine Kong, Jerry Lee, Jingwei Sun, Junetsu Kakuta, Justine Kim, Maxwell Peng, Parit Paritmongkol, Tomasz Nurek; Product Manager: Emily Kenner, Audrey Meehan; Asst. Product Management: Ben Kusin; Press Relations: Robin Chandler; Asst. PR Coordinator: Brooke Cahalane; Package Design Manager: Hamagami Carroll and Associates, Jon Watson; Package Project Management: John Burns; Documentation: Dorothy Bradshaw; Documentation Layout: The Big Idea Group; Documentation Editor: Ede Clarke; Maxis Studio COO: Sinjin Bain; Maxis Studio Manager: Luc Barthelet; Maxis Studio HR: Lori McAdams
~ Keith Adams, All Game Guide
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Wikipedia: SimCity 4
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SimCity 4
Sc4box.jpg
North American boxart, PC version
Developer(s) Maxis
Publisher(s) Electronic Arts (Windows)
Aspyr Media (Mac)
Designer(s) Joseph Knight
Michael McCormick
Series SimCity
Engine Custom
Version 1.1.638.0
Platform(s) Windows
Mac OS X
Release date(s) PC January 14, 2003[1]
Mac June 20, 2003[2]
Genre(s) Construction and management simulation, city-building
Mode(s) Single player
Rating(s) ESRB: E
OFLC: G
PEGI: 3+
Media 2x CD
System requirements
Input methods Keyboard and mouse

SimCity 4 (SC4) is a city-building simulation computer game developed by Maxis, a subsidiary of Electronic Arts. It was released on January 14, 2003. It is the fourth installment in the SimCity series. SimCity 4 has a single expansion pack known as Rush Hour which adds additional features to the game. SimCity 4: Deluxe Edition contained the original game and Rush Hour combined as a single product.

The game allows players to create a region of land by terraforming, and then to design and build a settlement which can grow into a city. Players can zone different areas of land as commercial, industrial, or residential development, as well as build and maintain public services, transport and utilities. For the success of a city players must manage its finances, environment, and quality of life for its residents. SimCity 4 introduces night and day cycles and other special effects for the first time in the SimCity series. External tools such as the Building Architect Tool (BAT) allow custom third party buildings and content to be added to the gameplay.

SimCity 4 was praised for being the second game in the SimCity series to primarily use a 3D engine to render its graphics, the first being SimCity 64 for the ill-fated Nintendo 64DD. It received widespread acclaim, won several awards, and was one of the top ten selling PC games of 2003.[3] It was however criticised for the difficulty of gameplay and computer performance.

Contents

Gameplay

Regional gameplay

A collection of cities, as seen in the game's regional view.

As with previous SimCity titles, SimCity 4 places players in the role of a mayor (or several mayors), tasked with populating and developing tracts of lands into cities, while fulfilling the needs of fellow Sims that live in the cities. Cities are now located in regions that are divided into segments, each of which can be developed. The player has the option of starting the city in a segment of any of three area sizes, in real measurement the smallest has a length of 1 kilometers on a side, and the largest has a length of 4 kilometers on a side.[4] The size of a region and its layout of segments can be changed in a bitmap file provided for each region.

Neighbor cities play a larger role than in the previous versions of the game. For example, neighbor deals can be established, where a city can exchange resources such as water, electricity, garbage disposal with other cities for money. Players may develop several inter-dependent cities at the same time, eventually populating the entire region.

Game modes

Upon selecting a specific segment in a region, gameplay is divided into three "modes". Mayor and MySim modes become available after choosing a name for the city.

God mode

A volcanic eruption destroying a city block.

The first is the God Mode, which allows players to design or terraform a selected tract of land where the city will be built. God Mode also allows players to trigger disasters, including tornadoes and earthquakes among several others. Players can select an area where a disaster will occur and even control the direction of certain disasters. Most terraforming tools are disabled after the city is named and founded. The player still has some terraforming tools made available in Mayor Mode (although they become very limited and expensive) and can still trigger disasters at will. However, a cheat can be used to enable the terraforming tools lost after founding the city. In addition to these abilities, God Mode also gives one tools to reconcile the borders of the cities, so as to fix any discrepancies created during the terraforming process, and a day/night cycle adjustment, so that one can make it always day, always night, or alternate between day or night in accordance with the in-universe game clock. Both the ability to reconcile the city edges and the ability to modify the day/night cycle are available even once the city has been established.

Mayor mode

The second of the modes is the Mayor Mode, where the actual city building is conducted, several advisers may give advice to the player on how to best manage a city. Players can build transportation networks, which include roads, streets, avenues, highways, railways, subway lines, and bus stations.

A screen-shot of an entire view of a densely populated city, includes third party modifications and plug-ins.

Areas of land in this mode can be zoned as residential, commercial or industrial areas where the city will begin to grow. Agriculture is now a separate industrial zone-type, unlike previous version of SimCity enabling for farms to grow regardless of high land value, so long as there exists demand for agriculture and agricultural zones have been provided. Zones are now automatically aligned towards roads and most buildings must be adjacent to a road in order to function properly; streets are automatically created when zoning on large tracts of land. Buildings are now classified into several wealth levels, zone types, and building size stages, which are affected by the region's population and the city's condition. The game simulates urban decay and gentrification with buildings deteriorating accordingly. Buildings originally constructed for occupation by higher wealth tenants can now support lower wealth tenants in the event surrounding factors forces the current tenants to vacate the building; this allows certain buildings to remain in use despite lacking its initial occupants.[5] Buildings and lots can now be constructed on slopes.

Other activities that players can do in Mayor Mode include building civic buildings that need constant funding to work properly, such as schools, hospitals, parks, police stations, jails, fire stations. These buildings now come in two or more sizes compared to the single, universal types that were used in previous games. Settlements also need public utilities such as electricity with more or less polluting and more or less expensive types of power stations, water pumps, water purification plants, and waste management services. Facilities that had previously provided citywide coverage, such as educational facilities and medical facilities, have now been modified to provide a more limited coverage, as it has been with police stations and fire stations in previous SimCity titles. Funding can now be adjusted for individual buildings rather than having to change the funding to all buildings, allowing users to specify how much money should be spent to supply a service in accordance to the local population. Maintenance expenses for public utility facilities will increase as they age. The maximum output of facilities also decreases as they get older. The rate at which facilities age is dependent on the percentage of its capacity being used and the level of funding being given to it.[6]

Advisors

Neil Fairbanks is the city planner. He focuses on zoning, population, and your "rewards" (Mayor's house, stock exchange, cruise port, etc.) Camille Meadows is an environment advisor. She advises the player about making earth-friendly choices. Her quote is "Pavement don't breathe, we need trees" and her best friend is named Flora Fauna. Other advisors include a health and education advisor, a utilities advisor, a public safety advisor, a financial advisor, and a transportation advisor. Unlike the more cartoon-like advisors in SimCity 3000, the advisors in SimCity 4 look more realistic and are animated.

My Sim mode

The final mode is the My Sim mode which enables players to create user-defined Sims, which will live and work in the city the player has created. This mode can be used to closely assess the player's job in a particular location by Sims giving their feedback about local conditions. When moving a Sim into the city, the player can choose a selection of characters or import them from The Sims and their place of residence within the city. Sims can be killed by certain disasters as well as leave the city if conditions are unfavorable or die of old age. MySim mode has been expanded with additional tools in the Rush Hour expansion pack. The game allows pets from The Sims Unleashed to be uploaded as characters.

Building designs

SimCity 4 has a much wider range of zoned buildings available compared to previous games. Buildings in SimCity 4 borrow heavily from early 20th century architectural styles, particularly Art Deco and Romanesque Revival, while houses can appear in a traditional American Craftsman style. However, there is an additional, more modern, architectural style similar to Houston's architectural style, and a European style that is based on the skyline of Frankfurt, Germany. The construction of new buildings on zoned areas is now animated. There are a number of buildings based on those found in San Francisco, including the Shell Building (appearing as "Wren Insurance"),[7] 450 Sutter (appearing as "Vu Financial"),[8] and the Pacific Telephone & Telegraph Building also known as 150 New Montgomery Street (as "The Galvin Corp").[9]

Development

SimCity 4 introduces day-night cycles as well as other special effects for the first time in the series. European building designs were also introduced into the game - note imitations of the Commerzbank Tower and Messeturm.

Graphics

Unlike its predecessors, which used an engine based on 2D isometric graphics and sprites, SimCity 4 primarily uses a 3D engine to render its graphics. The landscape and moving props such as vehicles are modeled as fully polygonal 3D objects. Small buildings and props are drawn as flat images, which are pasted onto billboards; polygons with their surface normal facing into the camera. Larger buildings are modeled using a hybrid approach; a simple polygonal model defines the shape of the building, then textures are added to create detail such as doors, windows and rooftop clutter.

Although a 3D engine is used, the camera in SimCity 4 is restricted to a fixed trimetric orthographic projection for performance reasons.[10] Additionally, a simulated city can now be seen at nighttime as well as during daytime. The time of the day does not affect the gameplay, other than the traffic in the city.

However, that is dependent on the in-game time, and not on whether or not the player is viewing the city in day or night mode.

Audio

The game includes over 1 hour of background music in MP3 format, ranging from four to seven minutes in length. The music is divided between that used in Region Mode and God Mode, and that used in the city view in Mayor Mode and My Sim Mode. In addition, the game has a facility for players to use their own music in the game, also divided between the two views. The music, composed by Jerry Martin, is available as a "soundtrack" on iTunes.

Add-ons and modifications

Following SimCity 4's release, several add-ons and development kits were made available on its official site.

New landmarks, including Rockefeller Center, the Brandenburg Gate, and Stonehenge were made available online.[11] Later, landmarks were primarily used to demonstrate the capability of Gmax and the Building Architect Tool (BAT) around the time of the BAT's release.[12]

A tool called the Terrain Generator allowed users to create maps based on any of the 48 contiguous United States. The maps are based on data collected by the United States Geological Survey.[13]

The Building Architect Tool (BAT) is a suite of tools developed for producing custom buildings. The suite consists of three applications: The Building Architect game pack for Gmax, which enabled users to render Gmax models into SimCity 4 sprites or props to be imported into the LE; an updated version of the LE; and the standalone Plug-in Manager, which enables users to modify simulation properties for new lots. Several modified versions have been released that have, in effect, served as bug fixes for various problems that had not been discovered before the initial release. First released on February 2004, it enabled the modding community to produce custom buildings and props for SC4.[citation needed] SimCity 4's Building Architect Tool is similar in function to SimCity 3000's Building Architect Tool and SimCity 2000's Urban Renewal Kit; however, previous programs of this kind were created from scratch by Maxis and used completely different interfaces. The SC4 BAT required a third party application (Gmax) to function, and was never bundled with SC4's or the Rush Hour expansion pack, as SimCity 3000 Unlimited had with its own BAT.

The Lot Editor (LE) is a tool which allows users to edit or design lots for SimCity 4 using available props. Because it was released several months before the BAT as a stand-alone version, users at the time were only capable of producing lots that consisted of built-in props from SC4. The BAT provided users with an updated version of the LE, which rendered the original LE utility obsolete. However, the old version is still made available in the official site.[14]

In addition to official tools, third party programs were released for further accessibility in editing SimCity 4 contents, potentially allowing users to change the nature of the game itself. Since the release of the Lot Editor and the BAT, the majority of add-ons in circulation consists of user-created content; most are buildings and lots, while others include cosmetic changes for terrains, custom vehicles and modifications in the game's behaviors. Both the skills of lot building and modding are also integrated at times, producing lots that are capable of affecting a city in a variety of ways.[citation needed]

Bugs

Maxis and Electronic Arts have released a total of three patches that improve or fix issues discovered in the original versions of SC4 and Rush Hour (two for the original SC4 and one for Rush Hour). Among other things, the patches contain performance improvements for larger cities and a variety of minor bug fixes. The two pre-Rush Hour patches each fixed errors in the game code that, while not impeding actual gameplay, were previously preventing nearly a third of the Maxis-designed buildings from ever appearing in the game. The first patch fixed the so-called "Houston Tileset Bug" which was leaving one of the game's three tilesets, a collection of contemporary Houston-inspired buildings, completely out of the rotation, meaning that the only buildings from that tileset ever to appear were several smaller variations shared by all three of the game's original tilesets. With the introduction of that patch, it rapidly became apparent that there was another underlying bug that was preventing approximately two dozen of the game's largest buildings from appearing. This issue was fixed in the second patch.[15]

Although not necessarily a "bug", players often complained about the unrealistic pathfinding mechanism; it would often find the shortest route but not the fastest,[16] which often left mass transit and highways relatively unused. Many players made mods to attempt to rectify the issue.

An integer overflow bug is also present in the game. Under certain conditions, the Junior Sports Program and Parks and Recreation expense items will be a negative value - thus adding to the end of month balance instead of reducing it. Electronic Arts is currently investigating this.[15]

The game runs with major flaws under Apple Computer's new Intel processors,[17] including frequent crashes if a city exceeds 95,000 population. Other bugs that occur during this include flawed display of the water surface and frequent blurring or replacement of objects with random other objects.

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 85.1%[18]
Metacritic 84 of 100[19]
Review scores
Publication Score
1UP.com B+[20]
GameSpot 8.1 of 10[21]
GameSpy 75 of 100[22]
IGN 9.2 of 10[23]
InsideMacGames 7.25 of 10[24]
Awards
IGN: Editors' Choice[25]
Parents' Choice Foundation: Parents' Choice Award[26]

Shortly after its release, the PC version of SimCity 4 garnered mainly positive reviews, gaining 84/100 from Metacritic,[19] and an 85.1% overall score from Game Rankings.[18]

The game got a 9.2/10 rating at IGN, calling it a "major evolutionary step in the series".[23] The review commented that the addition of the region view mode adds more depth to SimCity 4 and that the gameplay has a "more accurate representation of city planning and maintenance" than of previous titles in the SimCity series. The game scored an 8.1/10 rating at GameSpot, stating that the game had a "sleek, attractive interface" and "great audio"; it added however that SimCity 4 was "rather rushed" and that the MySim mode "seems like an afterthought". The review concluded that it was a "complex and detailed strategy game", "though not as polished as it could have been".[21] GameSpy gave the game a score of 75/100, commenting that SimCity 4 is "graphically stunning"; the review also criticized the game for having issues "that will likely kill the game for casual players" including performance and difficulty.[22] 1UP.com rated the game at B+ and praised the region view feature as well as the detail of the graphics which create a "deeper sense of simulation". The review however criticizes SimCity 4 for suffering crashes and performance issues.[20] Game Freaks 365 reviewed SimCity 4 Deluxe giving it a 9.3 out of 10. The review stated that SimCity 4 Deluxe "is a magnificent simulator of how to build, run and manage a city." It went on to say that, "If you want the best of the best then Sim City 4 Deluxe is the only way to go."[27]

SimCity 4 received further reviews after the release of the Macintosh version. The game received a rating of 7.25/10 from InsideMacGames. The review commented that the regional gameplay was a "new and welcome addition" and that it had detailed and realistic graphics; it was also said however that the game was not "revolutionary", had "horrendous bugs", and that the tutorial and manual lacked information.[24]

Awards

SimCity 4 was chosen as one of IGN's "Editors' Choice" games for January 2003.[25] It was also given the Parents' Choice Award by the Parents' Choice Foundation.[26]

Expansions

On September 22, 2003, Maxis released an expansion pack for SimCity 4 dubbed Rush Hour. SimCity 4: Deluxe Edition, a bundle of the original SimCity 4 game and the Rush Hour expansion pack, was released on the same day. On August 25, 2004, Aspyr Media released SimCity 4: Deluxe Edition for Mac OS X. This was followed by a September 4, 2004 release of a Mac OS X version of SimCity 4: Rush Hour.

The expansion pack, among others, enhances the range of transportation facilities such as four lane avenues, as well as allowing the player to trace traffic flow, control vehicles and construct larger civic facilities, and introduces a new range of contemporary European-inspired architecture.

Future updates

Will Wright has previously stated in an interview on May 16, 2003, that there would probably be more expansion packs after Rush Hour,[28] but none have been confirmed to date. In another interview on May 22, 2004, Wright stated that Maxis is currently attempting to work out a "new direction" for SimCity after new versions had become "steadily more complex".[29] He ended his comments on SimCity with the following:

SimCity kind of worked itself into a corner, (because) we were still appealing to this core SimCity group. It had gotten a little complicated for people who had never played SimCity. We want to take it back to its roots where somebody who had never heard of SimCity can pick it up and enjoy playing it without thinking it was really, really hard.

Electronic Arts has since published a new SimCity game,[30] SimCity Societies, which was developed by Tilted Mill Entertainment. It was released on November 13, 2007.[31]

References

  1. ^ "SimCity 4". Amazon.com. http://www.amazon.com/Electronic-Arts-SimCity-4/dp/B00006F7S8/ref=pd_bbs_sr_2/002-2196667-1352869?ie=UTF8&s=videogames&qid=1192279677&sr=1-2. Retrieved 2008-06-18. 
  2. ^ "SimCity 4 (Mac)". Amazon.com. http://www.amazon.com/Aspyr-618870103501-SimCity-4-Mac/dp/B00008YGMU. Retrieved 2008-06-18. 
  3. ^ "The NPD group reports annual 2003 U.S. video game industry driven by console software sales". NPD Group. http://forum.pcvsconsole.com/viewthread.php?tid=8649. Retrieved 2008-06-18. 
  4. ^ Quigley, Ocean; Robinson, D.B. (2003-06-17). "Creating regions in SimCity 4". Knowledge Base. SC4EVER.com. http://sc4ever.com/knowledge/showarticle.cfm?id=1103. Retrieved 2008-06-18. "A small city is a kilometer on a side" 
  5. ^ Kramer, Greg (2003-08-31). "Chapter 7: Developer Types and Occupancy". SimCity 4 Deluxe Edition: Prima's Official Strategy Guide. Prima Games. pp. 55. ISBN 978-0761543282. 
  6. ^ Kramer, Greg (2003-08-31). "Chapter 17: Utilities". SimCity 4 Deluxe Edition: Prima's Official Strategy Guide. Prima Games. pp. 200–203. ISBN 978-0761543282. 
  7. ^ "Shell Building". Emporis. http://www.emporis.com/en/wm/bu/?id=118743. Retrieved 2008-06-18. 
  8. ^ "450 Sutter". Emporis. http://www.emporis.com/en/wm/bu/?id=118820. Retrieved 2008-06-18. 
  9. ^ "140 New Montgomery". Emporis. http://www.emporis.com/en/wm/bu/?id=118764. Retrieved 2008-06-18. 
  10. ^ "SimCity Retrospective Pt III -SimCity 4, Rush Hour, and the Web". Maxis, Electronic Arts. http://simcity.ea.com/about/inside_scoop/sc4_retrospective.php. Retrieved 2008-06-18. 
  11. ^ "Building & Prop Downloads". Maxis. http://simcity.ea.com/coolstuff/landmarks/index.php. Retrieved 2008-06-21. 
  12. ^ "Will Wright Chat Transcript". Maxis. 2004-02-05. http://simcity.ea.com/community/events/bat_chat_2_05_04.php. Retrieved 2008-06-21. 
  13. ^ "Cool Stuff: Terrain Generator". Maxis, Electronic Arts. http://simcity.ea.com/coolstuff/terrain/terrain_01.php. Retrieved 2008-06-18. 
  14. ^ "Lot Editor FAQ". Maxis. http://simcity.ea.com/coolstuff/loteditor/loteditortool_02.php. Retrieved 2008-06-21. 
  15. ^ a b "SimCity 4 Original Update". Maxis, Electronic Arts. http://simcity.ea.com/update/index_update.php?product=R1&x=43&y=8. Retrieved 2008-06-18. 
  16. ^ ""Commute time and pathfinding report"". Simtropolis. http://www.simtropolis.com/forum/messageview.cfm?catid=147&threadid=76157&enterthread=y. Retrieved 2008-07-28. 
  17. ^ [1]
  18. ^ a b "SimCity 4 review compilation". Game Rankings. http://www.gamerankings.com/htmlpages2/561176.asp?q=SimCity%204. Retrieved 2008-06-18. 
  19. ^ a b "SimCity 4 (pc:2003): Reviews". Metacritic. http://www.metacritic.com/games/platforms/pc/simcity4?q=SimCity%204. Retrieved 2008-06-18. 
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