Obviously, there’s the new VR aspect, but disappointingly the Quest 2’s reduced technical power - plus the team’s production timeline - has limited the features present at Cities: VR’s launch.Īs such, if you’re someone that’s used to the breadth of content present in Skylines, you might end up feeling that your VR powers are a little lacking. But eventually, another issue will begin to creep in: there’s just not a lot to do.Īhead of the game's release, Fast Travel Games made it abundantly clear that this wouldn’t be a one-for-one remake of Cities: Skylines. Cities: VR won't be built in a dayĮventually, you’ll get to grips with the mechanics of Cities: VR and start to feel like a deity to the city folk wandering the streets below you. Even VR aficionados may need a few moments to work things out as so few VR games regularly rely on anything other than the trigger and grip inputs. A task made especially hard, as Cities: VR doesn’t completely recreate your controllers in VR, instead turning them into black silhouettes.īeginners that have yet to mentally map the handsets will struggle to differentiate the A button from the B button without taking a peek IRL. While this is all simple enough to wrap your head around - and is lifted straight from the original game - remembering all the controls can be a little difficult. If your budget or citizen’s welfare ends up in the red, you’ll be in trouble. You’re also taught about your fiscal responsibilities - unless you turn on unlimited money mode you can’t just build endlessly without collecting taxes - but you’re also warned about keeping your denizens happy. If left on, Cities: VR will start your playthrough by running you through the basics of creating a city - you build some roads and create electrical plants and waterworks, before finally constructing an industrial district and homes. When you go to start a new game, the Tutorial mode is toggled on by default. For its part, the game does its best to ease you in gently.
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