Playing a virtual mayor may be a lot more enjoyable than doing it in the real world. Cities XL 2012 simplifies the messy rigmarole that comes with running a municipality; you eliminate things like labor problems, uptight councillors, and calls from angry residents about raccoons getting into garbage cans in favor of focusing on urban planning. Developer Focus Home Interactive does an impressive job on this big picture, too, thanks to a wide variety of map terrain and a straightforward interface that make it easy to build the metropolis of your dreams. But there is one big problem: You've seen it all before. This game is a complete rehash of Cities XL 2011, with only some new buildings and maps added to the feature set. While the publisher is making no secret that this is more of an expansion than a full-blown sequel and is offering an upgrade to owners of last year's game for $15, there still isn't enough fresh content to warrant a purchase.
If you're familiar with Cities XL 2011, then surprise, you're already familiar with Cities XL 2012. This is pretty much the same game, albeit with around 300 new buildings (a mostly cosmetic change that gives neighborhoods a revamped look with things like deluxe waterfront homes) and 15 new maps on which to ply your city-building talents. The heart of the game still beats exactly as it did last year. You play virtual mayor of a budding burg on maps that represent terrain of all types found in every corner of the globe. Just about everything you could imagine is represented here, from fertile valleys and deserts to rocky wastelands and island paradises. Each comes with fairly distinct challenges that mostly involve how to best manipulate the terrain and how to deal with resource shortages in crucial areas like water and oil. As with the earlier games in the series, there is no campaign here. Instead, you freely go from one map to the next and develop cities that coexist as part of a shared global economy. So even though you're not following any sort of storyline, you are building cities that can work together.
Mechanics follow the modern city-building template laid out in SimCity 4 back in 2003. You have godlike control over every aspect of urban planning, which allows you the freedom to lay down residential, commercial, and industrial zones where homes, offices, factories, stores, and the like automatically pop up as soon as the dust clears. While you do construct some specific buildings, like schools, police stations, and high-rise hotels, most of the time, you're drawing huge runs of city blocks that soon become home to apartment buildings and Dunder Mifflin-styled office complexes. So, build it and they will come. There are some complications that mainly have to do with the need to build different housing for unskilled, skilled, executive, and elite working classes, as well as balance standard residential houses with denser developments, such as townhouses, apartments, and condos, as your city grows. Regardless, you couldn't ask for more of a no-nonsense economic system.
Cartoonish graphics with laid-back sound effects and music add to the easygoing atmosphere. Neighborhoods are attractive, but they're so neat and clean that they come off as unrealistic. Lawns are all perfectly manicured, and there isn't a scrap of litter to be found anywhere, let alone something truly scarring to the urban landscape, like graffiti. If you zoom down to street level, you can spot your bulbous citizens doing things like dancing on park benches and even possibly playing hacky sack. Audio effects include a basic range of urban noises along with building-specific sounds like what has to be the world's oldest dot-matrix printer churning away whenever you click on an office building. Soundtrack tunes are an impressively diverse series of cool jazz tracks that give the game a lot of personality. This isn't quite elevator music, although some of the songs make Steely Dan sound like The Sex Pistols.
As simple as the economic system here is, you still face some challenges when managing your city. Your citizens want good return on their tax dollars and have the audacity to demand amenities. These include jobs, reasonable health care, and safe neighborhoods covered by police stations and fire departments, as well as recreational opportunities like bowling alleys and swimming pools. You have to keep the people pleased or they will move away, leaving businesses without employees and you with dropping tax revenue. Everything is quite well balanced, though. Serious pitfalls are few and far between so that you are free to build some spectacular municipalities after a short time with the game. Unlike many other city-builder games, there are no big gotcha moments, where the game design breaks down over buildings that don't work, neighborhoods that residents can never seem to escape to find a job even though there are a dozen factories just a few blocks away, and so forth.
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When the Modern Warfare scion of the venerable Call of Duty franchise branched out four years ago, the electrifying campaign and addictive multiplayer cast a new mold for first-person shooters. In the years since, this formula has been consistently refined, shamelessly imitated, and widely adored, making it one of the defining franchises of this generation. Modern Warfare 3 stays the course, delivering an explosive campaign, breakneck competitive action, and challenging cooperative play. This is an exciting and rewarding game, but the series' signature thrills have lost some of their luster. Modern Warfare 3 iterates rather than innovates, so the fun you have is familiar. Fortunately, it's also utterly engrossing and immensely satisfying, giving fans another reason to rejoice in this busy shooter season.
Helicopter-on-helicopter violence is tearing New York City apart.
The campaign picks up where Call of Duty: Modern Warfare 2 left off. Our heroes, Soap and Price, are in bad shape, and the villain, Makarov, is still at large. It doesn't take the pair long to get back in the hunt, and soon you're hopping the globe in pursuit of your quarry. You make a few forays into backwater outposts, but the most striking situations are when you take up arms in conflicts that consume entire cities. From New York City to London to Paris, no bastion of Western civilization is safe, and the destruction that has been visited on these iconic locations is visually stunning. As expected, PC players get the better end of the deal, with sharpness and clarity that outshine the console versions. The impressive scenery makes the action more impactful, and the campaign shuffles you around to different fronts within each city to make sure you can experience the battle from many different angles. Remote air support control, on-foot firefights, and tense vehicle sequences keep the campaign moving at a great clip in these urban environments, capturing the expert pacing that has made past Call of Duty campaigns so exhilarating.
As with its predecessors, the Modern Warfare 3 campaign has a few tricks up its sleeve aimed to shake you up or make you cry out with excitement. The latter are more successful than the former. A jet flight gone wrong and a chase through Parisian streets are highlights, using environmental upheaval to make you feel like you are struggling for control in an out-of-control situation. These sections are definitely exciting, but because Call of Duty has trained you to expect the unexpected, they lack the extra spark of surprise that kicks exciting up to thrilling. Modern Warfare 3 also takes a startlingly out-of-place shot at wrenching your heartstrings, but the outcome is so obvious from the moment the scene starts that you're left to watch dispassionately as the characters set up and fall victim to tragedy (opting to not see disturbing content at the outset of the campaign will likely spare you this unpleasantness). The game is more resonant when you encounter scenes of tragedy in the natural course of the campaign, but this is not an emotionally fraught campaign. It is, however, an engaging and superbly paced roller-coaster ride that brings the Modern Warfare story to a very satisfying conclusion.
If the five-hour campaign doesn't satisfy your thirst for AI blood, then the Special Ops mode almost certainly will. Returning after its debut in Modern Warfare 2, Spec Ops offers 16 one-off missions that complement the events of the campaign, letting you experience new facets of the global conflict in which you are embroiled. From stealthily escorting resistance fighters to slugging through a large enemy force in a Juggernaut suit, there's a lot of variety here. Though even the longest missions can be completed in under 10 minutes, the variable difficulty levels help Spec Ops missions provide hours' worth of challenging combat. Furthermore, you can now tackle almost every mission solo and make a bid for leaderboard glory. Depending on the quality of your connection, however, load times for online cooperative matches can stretch to over a minute long. It's a bummer when you have to wait so long to get into the action, but once things are under way, slowdown is infrequent.
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The province of Skyrim might be frigid, but the role-playing game that takes place within it burns with a fire few games possess. In The Elder Scrolls V: Skyrim, you take up arms against dragons, and your encounters with them are invariably exciting--yet depending on where your adventure takes you, such battles may not even represent the pinnacle of your experience. A side quest that starts as a momentary distraction may turn into a full-fledged tale that could form the entirety of a less ambitious game. Yes, Skyrim is another enormous fantasy RPG from a developer that specializes in them, and it could suck up hundreds of hours of your time as you inspect each nook and crevasse for the secrets to be found within. If you know Bethesda Softworks' previous games, you might be unsurprised that Skyrim is not a land without blemish, but rather harbors any number of technical glitches and frustrating idiosyncrasies that tear open the icy veil that blankets the land. Many of them are ones Elder Scrolls fans will probably see coming, but they're ultimately a low price to pay for the wonders of a game this sprawling and enthralling. Prepare for many sleepless nights to come.
Reading, learning, and clobbering: it's all in a day's work.
Those nights traversing these lands are ones well spent. The game returns you to the continent of Tamriel, where you explore the northern realm called Skyrim, home to the Nord race. In these northern regions, snow flurries cloud your view, and platforms of ice float on the chilled waters. Nighttime often brings Tamriel's version of the aurora borealis, with its gorgeous blue and green ribbons stretching across the heavens. Skyrim's predecessor, Oblivion, featured prototypical fantasy environments--pretty but not quite evocative of the lore's darker undercurrents. Skyrim embraces its darker elements. You might feel an eerie chill as you glimpse a half-sunken ship through the mist, or watch as a dragon comes to life before your very eyes under the swirling firmament. Skyrim's atmospheric tone harks back to The Elder Scrolls III: Morrowind, only the hazy dust storms of the earlier game have been replaced by glimmering snowfall and opaque fog.
These lovely vistas are best seen from a distance. Closer inspection reveals hard edges, plain painted-on textures, and other visual flaws that are conspicuous should you seek them out. But like many enormous games, Skyrim makes a fantastic impression not because its individual elements are sharply honed, but because they contribute to a grander whole. There's so much to do that your quest log becomes an embarrassment of pleasures, offering dozens of choices at any given time, each one as enticing as the next. You could follow the story, of course, which weaves a compelling tale that casts you as a dragonborn; that is, the soul of a dragon emanates from within you. As such, you are the key to discovering why dragons have returned to the land, terrorizing cities and potentially ending the known world. The tale has you facing dragons, of course, but also crashing fancy dress parties and scouring sewers in search of a key figure long assumed dead. It's a well-crafted tale that makes good use of those fearsome flying creatures that horrify the masses with roaring gusts of fire and ice.
Even when you aren't pursuing story quests, though, the core narrative dogs you as you trot across the land on foot or on horseback. You might travel to a quaint hamlet only to discover that it's under siege by a hovering beast. The townspeople join you, aiming their arrows and fireballs upward, and not all of them may survive the encounter. These battles impress upon you the terror in which the populace lives, and thus give you a reason to be a hero to them. But plenty of narrative delights have nothing to do with dragons, and some of them could have formed the main story of a lesser RPG. Following an early lead takes you to a lonely house occupied by a single child with a disturbing request. The story that unravels has you acting as a predator and eavesdropping from an unimaginably sinister hiding place. Other story threads embrace the element of choice. You can take sides in the ongoing conflict between Imperial forces and the rebellious Stormcloaks, and then assault enemy camps and rescue prisoners jailed by the enemy. And in one memorable if minor quest line, you can kill a creepy cannibal--or join her and her cohorts at the table.
It's impressive enough that there's so much to do; it's even more impressive that most of it is wonderful. Not every dungeon is a joy to explore. Stone-turning puzzles occasionally bring the fun to a halt, and a few repeated cave designs could dampen your spirits. But overall, every task has an excellent sense of context, and surprises lurk around many a turn. Searching for a lost dog turns into a grander quest than you could have guessed--and witty writing and voice acting shine some light into this somber world. Even a simple "go there, kill that" bounty can be a thrill. After all, how often do you face a towering giant and a couple of woolly mammoths? It's too bad that as you approach the giant's camp, one of those mammoths might spawn 100 feet in the air and fall to its death, or land on another mammoth and ride on its back for a few seconds before sliding off.
So maybe not every surprise is a welcome one. But most are, and the element of the unexpected is what lures you to explore as much as you can. The reward could be a great weapon hidden in a locked chest, a gorgeous vista to ogle, or a book of lore that enhances one of your attributes. Or perhaps you'll discover words written in the dragons' tongue--an important discovery indeed. Finding those words is key to using Skyrim's most powerful spells, known as shouts. Well, they are half the key anyway: you also must defeat dragons and absorb their souls to activate those shouts. Shouts have their own cooldown timer and aren't tied to the magicka bar that governs standard spellcasting. With one shout, you can breathe fire on your attackers. With another, you can slow down time. Shouts hardly guarantee success in a difficult battle, but they can tip the scales in your favor. Besides, the dramatic visual and sound effects of both the discovery of words and the absorption of a dragon soul are a lovely bonus.
As for standard spells, they come in the usual schools of magicka: destruction (zap skeletons with sparks!), conjuration (summon a giant frost atronach!), alteration (light the way ahead!), and so on. You can even dual-wield spells, going full-on mage, with a glowing ball of fire in one hand and a summon at the ready in the other. For that matter, you can dual-wield one-handed weapons, giving you more flexibility in how you form your character. When you create your character, you choose a race from the usual Elder Scrolls standbys (Dark Elf, Breton, Argonian, and so forth), but you don't choose a class. Rather, your skill level with certain types of weapons, magicka schools, speech, and so on is governed primarily by how you play. Wear heavy armor, and taking blows gradually increases your heavy armor proficiency. Swing two-handed weapons, and you get better at using them.
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