I love the fact you can upgrade buildings instead of just increasing the amount of money you want to spend on them, that's what I've missed from Simcity a lot
Yeah. Simcity 2013, as a game, actually not bad. BUT the scale of the game is so small. Only one block 😢. And also the EA stuff. That's the disappointment part. Man... I really really hope simcity one day can take the throne again as the best city building game. Same with Spore 2, Command & Conquer 2 But with EA... Bruh. Impossible 😢.
@@NoWLBTVno they still profit from FIFA, Sims, need for speed... Cmon be realistic you really think a company of that size will be bankrupt in a few years lol😂
I love it as well. Because it really shows how confident and passionate they are about the game! It's definitely a massive improvement over the first one and it's looking extremely promising so far!! I'm very optimistic, huge respect to the whole Colossal Order team.
poor girl really didn't want to be there, a Scandinavian game developer lady is probably the last person who wants to do vlogs. but i guess the CEO was like "the camera crew is here...BRING FORTH OUR WOMAN!" it's adorable though, they must love their jobs.
These videos are so charming! I just love getting to know different members of the team that's working on the game while learning little nuggets of new information! Thanks so much for putting these together!
Hey man, thanks so much for all the guides you put out for cities 1, they got me to my first fairly functional legit 120k pop city, wouldn’t have managed without your hard work 🙏🏽
Really would've hoped they sent you an NDA and beta build. Always good to get more heads n hands on something like this before release! Also looking at @2:20. Regarding the development points. Shouldn't something like a city hall be the 1st thing on the dirt with any new developments in reality??
Paradox isn’t making the game, it’s colossal 😂 Paradox releases an unfinished game where you unlock the rest through DLCs and the npcs can use DLCs that you don’t have
Yes!! I specially love how difuse the shadows look now on dawn/dusk according to distance, you can notice it very well on this clip! (edited: right at 0:58 , for example) Also, the graphics overall are a huge evolution so far imho. Not only it looks much more realistic, but the lighting is so much better, it even seems now there's ray-tracing reflections on vehicles, or at least it's a very good screen-space reflection method that's used here. Anyway, very appreciated!!
Really happy to see CS more fully embracing the concept of upgrade-able buildings and building add-ons. This is something I like a lot in other builder games.
One thing I hope is that depots allow for vehicles to sometimes be parked when not in use in the car park spaces and tracks. Like at 0:46 you can see the bus depot has bud parking slots. I hope they aren’t just for show and remain empty. Same with the large train depot. When you go to a train depot in real life there’s always trains parked in tracks that aren’t in use so I hope those tracks in the game’s train depot will have some trains parked there too. It’s probably going to be a thing but I haven’t noticed it myself in any of the gameplay footage yet. It would be strange if they made those extra spaces and didn’t have an in game mechanic utilising them but dunno as of yet.
I love how open and transparent they are with this game. Even with any flaws this is best way to roll out a game period. Edit: I love how folks are assuming below that I pre ordered the game 🤣🤣
What you call "open and transparent" is actually a carefully orchestrated marketing campaign. Don't get me wrong, I'm really enjoying all these videos. But they are PR material, nothing more.
The fact that CO has massively overhauled the transport infrastructure shows great promise for what's to come! Not only can I not wait for the game to release but there is going to be some epic DLCs to come with it!
So many good things! Such a good way to release this information each Monday and Thursday! I have truly run out of adjectives to say more great compliments about the devs. Thank you, thank you, thank you! 😊 Edit: The only sad thing is that we now have to wait 3 days and 23 hours until the next feature video!
Normally wait for games to half in price before buying, but this might be one of the few games this year that'll break that rule. Hoping release is a smooth journey.
I hope the same, it really does fit to the gameplay. I don't know how to describe it, it has a cold and "factual" feel to it, that describes the "clockwork" of a moving city, always in tact. The soundtrack of Cities 1 was also great but felt a little over grandiose for me.
Feedback from a transportation planner: make the symbology of pt or traffic flows in general adjustable, so that for instance lines/segments of lines from stop to stop or even the stops themself can be depicted thicker the higher the count of passengers is.
Finally a game where the developers work their butt off to make it as polished and complete as possible. Not only do you guys seem to be implementing things the community has asked for, but you also are introducing new features I would have never even thought of. So excited for you guys, and for this game!!
I love the attention to detail in this video! As a Finn, my ears perked when I heard the devs speaking, lo and behold, both are Finns. Not only that, one of the backgrounds is a street map of Tampere, whose map comes with preordering the game. So cool!
Super hyped about modules and unlockables! Hovewer my major concern is now price management. Feels like too much micro, can't imagine managing price of all lines. Hope they didn't shift hours of fixing traffic into hours of playing with ticket prices of every line and parking lot in your city...
Absolutely wild how much CO are sharing about every detail of the game ahead of release. Shows great confidence in what they've built. I can't think of any major game that's had such an open stance on sharing details like this.
Really like you guys are just letting some of the devs talk. Obviously a marketing guy might be able to talk more clearly or be better at presenting. But the programmers made this stuff. They can explain it so well. That some of them are nervous is just humanising imo. All the devs that present these videos you’re all great, love what you guys seem to have made.
Cool, however I think I would like the Bus stops to be placed automatically when I draw the bus line. Like in the first game. Just reduces overhead. I hope here will be a mod for that.
It's going to make setting up basic bus routes more tedious, since now you have double the number of clicks to set up a line. CS1 was more streamlined since you could set up a bus stop and a line stop in one click, then reuse them for other lines.
Sorry to disappoint you but there will be no bikes in the base game, they responded on twitter. They left the doors open for the future, I imagine in dlc
@@newt7678 Oh really? Wow. That feels like a huge oversight, especially given the recent push in city design (in real life) for more walkable, sustainable cities.
@@marcbecker1431 They were a free update with a DLC pack in the first one, too. I'd love to see a dedicated DLC specifically for bikes, skateboards, ebikes, electric scooters, all kinds of alternate pedestrian-adjacent modes of travel, complete with new curb and bike lane options akin to modern street design (protected lanes, bike lines between parking and the sidewalk, elevated curb, etc).
@@mpbMKE Micromobility! It's not as fancy as big highways, but way more important for a good city! It would also be great to be able to see the modal demographics of your city. I always miss that in Cities Skylines that I can't see how effective my bicycle infrastructure actually is.
Love these dev insights. Its a breath of fresh air to the gaming community. Nowadays you don't see this type of content and footage before release. One thing I would love to have in-game is a notepad/task feature to track whatever you want. These can even be district specific or global. Set reminders on reenabling a subway station, or adjusting a transit line after development of a new suburb. As a sim city builder, planning is as just important as actually doing the work. I often use district zoning and renaming them to like "Residential - Low" or "Downtown" etc. It just helps visualize what needs to be done.
Devs from CS, don't get me wrong, I'm finding the new features of Cities Skylines 2 AMAZING. But are we going to have improvements only in traffic? This is the third video focused on just that. I want a challenging economy, complex social issues... I want challenges beyond keeping traffic flowing.
I'm beginning to feel like the real genius of this game is its flexibility of playstyle. If you want to manage every specific aspect down to individual line ticket prices, you can. If you want to build a beautiful city that you're not really managing, you can. It's rare even now that a game lets you be that FREE with getting what you want out of it. I'm sorry Aura felt so nervous on camera, but I hope she's not nervous about the reception of this game. It's going to be phenomenal. It clearly already IS phenomenal, in beta, as a base game. That's an achievement. Be proud!
So my question... and maybe I just haven't seen anything with it yet.. is: Does this stuff mean that we don't have the DLC functionality from the first Cities? I'm talking the stuff like airport zones where we can customize our airports and the same with industry areas, park areas, and universities. I have to assume that is in there, but man.. that would be a step backwards if it wasn't included. Might have just missed it somewhere, but the whole unlocking of an international airport makes me wonder. I realize there were two base airports in the original as well, but it just seems like that would be more the focus if it were in, and the transportation progression screen didn't say anything about like "airport zones"... just airport and international airport.
I hope canals will be added for cargo transportation. They were the most important infrastructure during the early days of industrialization, and placing coal power plants or other industries right next to them would help so much with cargo traffic, like it does in real life.
The Progression and Development Points system at 2:29... PERFECT! I also notice that so many charts and menus (like this one) we are seeing have tons of blank space for later expansion! DLC opportunities all over the place... Colossal Order is going to be getting lots of $$$ from me!!
Agree! I'm curious if some of those tech tree would require tech from multiple sectors. i.e. Transport + Fire Dept = Disaster Response w/ helicopters. That would be awesome if it does!
@@johnninocovers Yes, I was wondering that too! For a split-second before the transportation tree opened up in the video, the screen was on the police services tree, which I noticed includes "Central Bank". Which made me immediately wonder the same question... Central Bank would seem to be a little odd to be exclusively police services, so maybe a branch of "Education" might also be needed to lead to Central Bank? Maybe that's hoping for too much... it's a great feature even if not, but how cool it would be if the development tree were that deep! (BTW... I love how CO is letting other little details leak out in these videos... even though this was a video about transportation, they're letting these other screens pop up here and there, and they are choosing to leave them in the video's final edit! So good!)
Dangggggg no modular airports!!! Really loved the airports DLC in CS1. Was hoping it would make a return. Whelp need to wait for Bad Peanut to build us an epic international airport and toss it on the workshop.
What is the reason for lightening the road in lanes of travel, and will the stacking behavior of this lightening effect (particularly visible at intersections) be fixed by launch?
Good job to the devs being interviewed! It's not easy to sit in front of a camera and deliver lines with confidence in a second language when you don't have experience doing so. Seems like the video crew did a nice job making them comfortable and helping them getting through it though 👍
It is so nice to see that this amazing game is being developed by human beings that are like you and me, that may be a bit shy or not speak perfect english, who cares, right?!!! Look at the amazing things they are doing. This is very inspiring CS2 team. ❤
Bus depot: 25 buses and only 16 employees?? What? If there are 2 shifts and there are some people working for the buses and depot mantenimence would require 56 workers. With the electric buses the depot have 22 employees (would require 62 workers). With he increse of the capacity up to 35 buses there are 32 employees (would require 82 workers) Taxi depot: 20 taxis and only 8 employees?? What? If there are 2 shifts and there are some people working for the taxis and depot mantenimence would require 46 workers. With the dispatch center 12 employees (but would require 50 workers).
What I really like to see in a big game like this, is an optional opportunity to not just follow your citizens passively but also create your own citizen to play and explore active from a first/third person view. The game is such big, that I think it must just be a little step to add a few inside textures for some buildings. For example two or three houses to live at, job buildings with a lobby or some playable jobs like Police/Ambulance/Firestation-Missions, Taxi or public transportation, driving cargo from A to B or collect the waste of your city. To go for a walk, drive your car around or take the bus/tram/rain, fly by Helicopters and more. Take your citizen to a movie theatre, football game and other places to have fun. Just some ideas, hope there are plans for features like this in future or as a mod maybe. And if you want to build again, your citizen can be played by the AI again for that time 😅
I'd usually be very sceptic when a there are loads of awesome features announced. But the fact they back it up with actual gameplay footage really eases my mind
You can tell Collosall Order does not just see their game as a money-making machine. They love their game, and they have put their heart and soul into it. They truly cannot wait to release their work of art to all of us!
When a ship comes to harbour, do the industry buildings that require the goods send trucks to pick it up, or does it act like CS1 in that the harbour just spawns traffic? I always found this 'one way magic' traffic annoying in CS1
If we can get a Sim City 4 Rush-Hour inspired DLC where we can do missions as different vehicles and jobs around the our cities that would be so amazing and fun! Please CO!
in Cities 1 I have 1271h. In Cities 2, I feel it will be much more. I am delighted with what you show and I hope it will work great. For me, this is the most anticipated production.
I hope for a return of that for sure. Otherwise I guess I'll have to resort to mods for a time. Just before the Airports DLC game a long, there was a pretty decent modular airport mod for CS. A bit hard to use/learn, but it looked great.
@@darren6589 I play on a stock, mid-range laptop. I want to upgrade, but not sure which direction to go in. I've looked at Alien laptops, what would you recommend, did you build a custom PC? Thanks. :)
First: people are saying this game has beautiful graphics and such. But for me, Paradox brought this a long time ago and i felt in love since i saw it for the first time! They just improved what was already very good! I can't wait to play it and maybe spend more time watching people living than actually playing and changing theirs! LOL. I'm also very happy that i'm seeing more micro-management along every video, and this at least for me, is very important. it's ''importanter'' than any cool graphics and cool different billboards. Despite being very tedious creating bus lines in C.S1, i really like this struggle to do anything in the game. I want to be angry cause a bus line is overcrowded or maybe i didn't give enough funds to a hospital, and now every employee there is making a strike. I want to create problems to be solved, you know. It's very good to see that my actions will affect the city, even though i did something after everything was already buildt. Drivers will react to the way i build the city layout and now, everything will have to be even more planned, cause path costs will open new ways to do the same thing. Sim city 4 is my favorite old game of this genre, cause it's the only one before C.S that can make me feel this way. I'm not sure if it's just me, but games after some years in the past started to look easier than the old ones. Everything in the game is so chewed, that you just need sometimes to press a single button and everything will be done easily. Dark Souls took a different path and is very known for its hardcore gameplay mood. Not every people wants to learn about the game, how the mechanics work and how to do something. C.S since the beginning seems to also have taken a different path, forcing you to think a little before doing anything and this is awesome! I really hope people understand that.
I gotta big red flag when she said “Trams are included in the base game.” What’s not going to be included in the base game? And how much are the additions going cost?
@@dylancross6145 exactly my point though. I want to know what won’t be “base game”. With the state of gaming these days, they could easily make CS2 a micro transaction game. Fingers crossed for no.
@@mattk2740 It's a safe bet that it'll be exactly the same as CS1 in that respect... a decent base game, plus an ongoing series of DLC releases adding new functionality and assets.
Usually Cities Skylines will put in a few free DLC's for things people wanted or expected post release. For example bicycles/bikes, i believe they will add these with a free patch.