SimCity Socities - first details unveiled

Posted on Saturday, June 16 2007 @ 0:20 CEST by Thomas De Maesschalck
Electronic Arts unveiled the first details of SimCity Societies this week, this game is the fifth installment of the Sim City series. Unfortunately this game won't be developed by Maxis but by Tilted Mill and it looks like it will be totally different than the other SimCity games.

The press release states that SimCity Societies won't only focus on city building but also on the creation of cultures, societal behaviors and environments as well. You'll be able to build an artistic city, haunted town, green city, spiritual community or most any society you want. This new game won't have the same level of micromanagement as the other SimCity games, the player will no longer have to build waterpipes or electricity networks and you will be able to just build houses or offices without needing to zone the area first.
“SimCity Societies allows players to create a variety of cities with the unique societies they desire,” said Vice President and Studio Head of The Sims Division, Rod Humble.“There is such a variety of cities to build from in SimCity Societies– and they’re all such a blast to play. Sometimes I build an aggressive police state where stragglers are dragged off to re-conditioning centers and emerge ready for work. Other times, I build a green community in the tropics, where the citizens grow their own food and have a small environmental footprint. With so many options to choose from, SimCity Societies is the most flexible city building game ever!”

Players start by choosing from a variety of more than 350 building types, each of which allows them to combine, connect and re-arrange structures freely. Players can challenge authority and experiment with what happens when citizens flagrantly disobey power in an unruly Orwellian society. Or if players are feeling happy, they can build a Fun City filled with Ferris Wheels, Gingerbread Houses and Chocolate Factories! Inspiration can come from a wide range of architectural periods ranging from the realistic to the fanciful; from the industrial age to futuristic designs, with each structure reflecting its name and nature, many offering a click-on action for fans to play upon! As each city evolves, players will be able to unlock new buildings that can help advance– or regress– their society.

SimCity Societies introduces an all-new, revolutionary feature set for players to combine buildings that will produce or consume new kinds of resources called “social energies.” How you mix and match these resources– industry, wealth, obedience, knowledge, devotion, or creativity—determines the social energy of your city. Will your city be happy and creative, spiritual and knowledgeable, will it be wealthy and powerful or obedient and fearful? Its fate is in your hands!

Not only will players be able to build from any or all energies, but the cities will look and behave differently depending on the energy combinations the player makes. From futuristic metropolises and fantastical haunted cities to obedient Orwellian states and devout contemplative towns– what to combine and connect is up to the creator.
SimCity Societies will be launched in November 2007.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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