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Cities Skylines: Nintendo Switch Edition | Review


Posted on October 25, 2018 by Rae Michelle Richards

The city management genre has long been a favorite of mine – able to consume a vast number of hours with ease. I’m no stranger to Paradox Interactive’s Cities: Skylines series either – having reviewed the base game back in 2015 when it debuted on PC. Needless to say, I’ve spent a lot of time planning new residential zones, placing down roads and dealing with the odd unexpected pandemic or two. Now with the game coming to Nintendo Switch alongside two of the already released DLC packs, should returning mayors like myself double dip on the only portable version of Skylines to date? 

Cities: Skylines is a sandbox simulation game that offers little in the way of larger goals, instead relying on the player’s creativity and long-term vision for their city to craft any sort of tangible goals and ultimately determines what a positive outcome. Like other games in the genre Cities Skylines tasks players with place a network of roads, properly zoning (and sub-zoning) sections of their city for Industrial, Residential and Industrial use.  

Those looking for a sense of progression will find that advanced buildings like University Campuses, confusingly Clean Energy power-plants, large hospitals and the ability to “dense” versions of the three basic zone types are locked behind predetermined population numbers. This gives new players or those who aren’t quite familiar with Cities: Skylines systems the chance to slowly grow accustomed to providing needs like a network of water pipes for their city or making sure that education coverage is at least adequate across their ever-expanding metropolis. It’s easy to imagine a scenario where a new player might accidently build a mega-water pump, large hospital with the capacity of 10,000 patients or other piece of infrastructure when their town only has a few hundred residents.  

Economic Enigma 

At first blush Cities: Skylines appears to provide not only a lot of freedom to the player but also a robust simulation of modern neoliberal city budgeting. Players can adjust the level of funding for almost every aspect of their tiny digital urban center: the % of funding needed for road maintenance, the amount of $ going towards that newly built university, how much of the cities cash reserves will go towards fire prevention etc. However, like capitalism itself, this seeming abundance of choice and prosperity is a smoke screen obscuring the flaws, hazards and limitations that these both of these systems create. 

Cities: Skylines attempts to make budgeting for the population of thousands of simulants similar to how a household budget may work. Funds are based around the total amount of money collected from taxes (more on that in a moment) and then distributed among a set of priorities to meet the needs of the city’s inhabitants.  Except this is not how city budgets operate at all. Deficit spending is common among municipal, provincial and federal governments when large infrastructure projects and transformative social policy are implemented to better serve the needs of the populace. 

Problems begin to appear when the amount of available funds starts to approach the literal red. If you need to build some much-needed medical centers, make public transit free or simply need to connect a few roads to fix a traffic congestion problem you’ll be met with the inability to move forward at all until you wait for revenue to come in or take out a loan at a high interest rate. Not only does this bring any plans players may have for their cities to a grinding halt but also does a disservice to the very thing the game is trying to simulate. Should a major bridge collapse, a building burn down or a disaster strike a major city in the real world– the cities’ government couldn’t twiddle their thumbs and do nothing waiting for tax dollars to roll in. 

Limiting new construction due to a flawed budgeting model and the lack of deficit spending aren’t the only way that Cities: Skylines tries to push players towards fiscal conservatism and thus a worse overall society as a whole. In the budgeting panel it is very clear that not only are the Residential, Industrial and Commercial tax rates adjustable per type but tax rates can differ depending on player defined neighborhood and night / day. Once again, Cities appears to provide a lot of choice to its Mayors in how they want to run their town but this choice is merely an illusion as behind the scenes Cities has a pre-defined “optimum tax rate” before severe negative consciences start to manifest that can, at times, doom a city to go from a large home of millions to a literal ghost town in a number of months. 

Community lead research has found that the “Optimum Tax Rate” for the denizens of Cities: Skylines is anywhere between 9% to 12&. Any higher than that and simulants start to leave a city in droves regardless of other factors like the availability of education, transit, leisure activities or pollution level. Despite all of these factors being able to be simulated by Cities, they don’t factor into the decisions that the populace makes at all – making the simulants not feel like real people at all. Once the tax rate goes over that magic number they pack up and leave – despite the fact that in the real world, no one would move out of their city if everything was going great but taxes suddenly jumped up one percent. 

 Streamlined For Switch 

Skylines is not a perfect game when it comes to the simulation part of things but it still scratches that itch to – plan, execute and evaluate a growing city like the original release did. Paradox Interactive have made a number of changes to how the menus in Skylines work to accommodate for the lack of a Keyboard or Mouse on the Switch. Instead of clicking on an individual icon and then scrolling through a set of sub-menus the Switch version uses a “ribbon interface” where broad categories are selected using the Joy-Con’s d-pad. It works and once you get used to it, the changes to the interface are just as comfortable as the PC original. 

Image Credit: YouTube.com

For fans of City Management / City Planning games, Cities Skylines for the Nintendo Switch is an easy recommendation to make. Not because it’s the only game in town at the moment but because what Skylines does get right – managing public transit, road placement, day night cycle – are so well execute that it is still a joy to watch buildings grow as they are under construction. For $49.99 CDN not only do Switch get a re-worked interface, the full base game running at a steady 30FPS but also two of the post-release expansions After Dark and Snowfall which add Day/Night and weather effects respectively. Potential mayors should be aware that Skylinesis going to make creating a progressive socialist society as difficult as possible and that the unlimited money option is unlocked right from the get-go.

Paradox Interactive Provided Broken Joysticks with a digital review copy of the game.


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Mod Support Available In Xbox Box One Version of Cities Skylines


Posted on February 21, 2018 by Rae Michelle Richards

City simulator Cities Skylines has received at least one major free patch full of features with the release of every expansion. For owners of the Xbox One version of Paradox Interactive’s municipal management game today’s patch could be one of the best yet – adding something that only PC players have enjoyed up until this point, mod support. 

Brand new buildings and in-game items will be added for free through the addition of mods. Both Paradox Interactive and Tantalus Media will be curating through community submitted modifications to bring new content to the Xbox One version of Skylines. From their official press release it doesn’t look like some of the additional features available to PC players for the longest time, like auto bulldoze and automatic tax adjustments, will be making their way to Xbox. 

Sandra, a Product Manager with Paradox had this to say about collaborating with the Xbox Product Team to bring mod support to Cities Skylines: 

“We’ve been working together with Tantalus to see if there was a way to bring mods to our console players that was as enjoyable as it has been on other platforms, and with help from the Xbox team, we’re ready to let our fans give mods a try in Cities: Skylines. If things keep going well, we’re eager to see which mods may appear in the future as we keep testing and working on this content!” 

In addition to the free patch released today that brings mod support to Xbox One, a new pack of premium DLC that includes styles and buildings for resident and commercial districts, the Content Creator’s Pack, will be released on Xbox One and PlayStation 4 next month on March 6th. Season Pass holders and owners of the Premium Edition of Cities Skylines on Xbox One will receive the Content Creator’s Pack for free. 

Pictured Above: The PC Version of Cities Skylines Circa 2015.


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Cities Skylines: Natural Disasters Expansion Gets New Screenshots


Posted on September 14, 2016 by Rae Michelle Richards

Paradox interactive has released eight new screenshots for the upcoming Cities Skylines: Natural Disasters expansion that was originally announced a few months back. These new screenshots show us the devastation of a comet impact, an fireball from the distance, close-ups of several cities on fire and other catastrophic events.

Are you looking forward to this expansion? Cities: Skylines has seen two other expansions ‘After Dark’ and ‘Snowfall’, outside of brief “2017” release date details about Cities Skylines: Natural Disasters is pretty scant. Here is a lost of features courtesy of the publisher:

  • Deep, Impactful Gameplay: Keep your city going through the devastation of several possible doomsday scenarios, from towering infernos to the day the sky exploded
  • With Great Power Comes Great Response Abilities: Plan for, and respond to, disasters using early warning systems, countermeasures, and new disaster responses such as helicopters and evacuations – finally, a Paradox game where “Comet Sighted” actually means something
  • Radio Saved the Video Game: Citizens can go Radio Ga-Ga with a new broadcast network, helping to rapidly spread evacuation warnings and emergency alerts – or simply relax to new in-game music stations
  • An Objectively Good Feature: Scenario Mode allows players to design custom game objectives, including custom starting cities, win conditions, time limits, and more – and share scenarios to Steam Workshop

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Cities Skylines Gets Destroyed In New Natural Disasters Expansion


Posted on August 19, 2016 by Rae Michelle Richards

Paradox Interactive announced the first expansion for Cities Skylines in almost an entire year – Cities Skylines: Natural Disasters – which will bring an often requested feature, the ability to destroy your metropolis with a variety of devastating events.  It’s not just fire reigning from the skies that Natural Disasters  adds to the game but also an Early Warning System,Q emergency routes for civilians and response vehicles and so much more.,

Alongside the new in-game events Paradox will also be beginning a unique set of challenges based around disasters and a scenario editor which should let mayors create their own challenges.

Cities Skylines: Natural Disasters is currently scheduled for a Winter release. Here are some of the new features according to the press release:

  • Deep, Impactful Gameplay: Keep your city going through the devastation of several possible doomsday scenarios, from towering infernos to the day the sky exploded
  • With Great Power Comes Great Response Abilities: Plan for, and respond to, disasters using early warning systems, countermeasures, and new disaster responses such as helicopters and evacuations – finally, a Paradox game where “Comet Sighted” actually means something
  • Radio Saved the Video Game: Citizens can go Radio Ga-Ga with a new broadcast network, helping to rapidly spread evacuation warnings and emergency alerts – or simply relax to new in-game music stations
  • An Objectively Good Feature: Scenario Mode allows players to design custom game objectives, including custom starting cities, win conditions, time limits, and more – and share scenarios to Steam Workshop
  • Chirpocalypse Now: Heck yeah, new hats for Chirper


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Cities Skylines ‘Urban Planning’ Documentary To Screen At SXSW


Posted on March 10, 2016 by Rae Michelle Richards

Paradox Interactive has partnered with film production company Luckyday to bring fans a documentary focused on their city simulation title Citites: Skylines and the intersection between gameplay and urban planning. Titled My Urban Playground the feature length documentary will make its debut during The Sweedish Affiar program block at South by Southwest. If you’re going to be there it will be screened Sunday, March 13, 2016 at 4:00 p.m. Central Time at the Waller Creek boat house, 74 Trinity, Austin, Texas.

Here’s what Paradox Interactive COO Susan Meza Graham had to say about the game’s enthusiastic player-base that includes members of many real world occupations that work in urban planning:

“It shouldn’t come as a surprise that among our millions of players, we have plenty of architects, urban planners, public officials, and many more people who have found parallels between the game and their professional lives. Working with Luckyday to capture this new project here in our hometown has been a wonderful experience and we’re eager to share the process and results with the world.”

Here is the official trailer for the feature length film, here’s hoping Paradox will release it sometime after SXSW for all to enjoy.

[youtube id=”cLXhPmaGS8E”]


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Steam Controller Review


Posted on November 26, 2015 by Broken Joysticks

Review By: Robyn Robo

Valve has been releasing new in-house and licensed hardware at a breakneck pace lately, and the Steam Controller is a core component backing up their bid for the living room. Unlike classic console manufacturers, however, Valve has had to bend over backward in accommodating games built for the desktop and, overall, has done well.Read More


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Cities: Skylines | Review


Posted on July 10, 2015 by Rae Michelle Richards

The city building / management genre has always held a special place in my heart since I played Sim City 2000 back on the Super NES back in the early 90s. After the Sim City disaster a few years ago the genre has certainly seen better days. Can Paradox Interactive revitalize this troubled genre with this latest release? If planning out residential zones, parks and city services sound entertaining to you make sure to keep reading.Read More


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