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Recommended
1.1 hrs last two weeks / 58.6 hrs on record (51.0 hrs at review time)
Posted: 4 Apr, 2020 @ 3:06pm

Pros:
- Aesthetics. The style of the building and watching your bustling cliff cities is always enjoyable. Some of the building assets are repeated a bit, battery generator building components are visible on water pumps, things like that, but it's not to a degree to be upsetting.
- Setting/world. The concept of the game is a fun one, fails on fridge logic ("this damn station constantly needs resources but was able to build 300m tall concrete cliffs?") unless it's explained if you "win" the campaign which I haven't done yet.
-Simplified variety of build options. The break down of buildings to the resource indicators is pretty straightforward and I never felt overwhelmed with options or decision lock but also not that things were too simple or limited. A good balance in that regard.

Cons:
- Intercity reliance/independence. Later in the game the Orbital Station becomes another "city" under your control and immediately goes from your largest trade benefactor to welfare recipient. This wouldn't be so bad if you were able to control the 3 cliff cities as a single city that was sprawled across 3 different zones with their characteristics but once the station comes and starts ♥♥♥♥♥♥♥♥ on the parade it is very hard to create a balance.
- Slow pace. Achieving the medals to progress the campaign takes awhile and tackling the campaign with trial and error. Realizing how you backed your cliffs into corners and starting over to better build them up from the start for later goals. It feels like reaching medals could be quicker, or an option to do so.

The initial cliff buildups are like starting up and balancing 3 simple Rube Goldberg machines which is quite enjoyable but then a 4 machine is plugged into them that co-dependent on the prior 3 and kills the momentum.
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