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Post by [PP] blueasbutterfly on Jun 12, 2015 15:42:18 GMT
I'm starting a project, and it's a bit of an odd one - I'm planning to test out various games to see what's good, what's bad, and what could use improving re: a life simulator. I'm not an expert on programming or coding or anything like that, but I know what lag is, I can tell when a game crashes, and I definitely can pick out details that I like and dislike. I'm going to post it here so you guys can see it and comment, and suggest games for me to try. Links to Individual Reviews
Prison Architect Initial Impressions (6/13/15)Banished First Impressions (6/14/15)Goat Simulator First Impressions (6/14/15)FarSky (6/16/15)Unholy Heights (6/17/15)Sherlock Holmes: Crimes and Punishments (6/20)Rising World First Impressions (6/24/15)Done with my new build (***See note at bottom***)Lego Worlds First Impressions (7/21/15)The Old City: Leviathan (8/20/15)Cities: Skylines (8/27/2015)Tallowmere (9/9/15)The Vanishing of Ethan Carter (Redux) 9/12/15Valhalla Hills (early access, initial impressions) 9/18 Some Reviews by @jules Game Dev Tycoon, 6/15Dead Hungry Diner 6/18Here in the OP, I'll keep a list of the games that I have in my arsenal (the ones I think would be relevant and plan to review in the future.) I'll include links to commentary on each game when I talk about it (I doubt I'll do extremely intensive "play for an hour and write some stuff," it'll be more like "add more details as I come across them"). These might not all seem like relevant choices, but they will all have elements that are, in some way, linked to The Sims series, or where I can see it going in the future, based on the following: -Sandbox gameplay -Building/terrain editing/decorating -Simulation -AI -Management/strategy -Open vs closed vs semi-open world -Art style/animation -Atmosphere/immersion -Replay value -Open-ended vs scripted/goal-oriented -UI -Polish/attention to detail -Performance and history of bug fixes -Misc. game mechanics that I haven't thought of yetI'll also be looking at games that are made by various developers whose names I've seen tossed around as potential life simulation creators, because it's always smart to look at each company's history and strengths. I'll try to comment on what works, what would work, what wouldn't work, and what might work if it was just done a bit more like this other game did back in the stone age. Yes, I will include screen shots, so this could get very picture heavy. I am being enabled in this endeavor by my child, who will help me out a great deal, friends who have made amazing recommendations, and various game sales/bundles that I've gotten lucky with recently, as well as some extra game codes that some of my friends ended up with in *their* bundles, for which I am thoroughly grateful, not that they're members here, but karmic thanks to them anyway I'll try to post as much detail as I can as often as I can, partly because there's a lot to get through, and partly because I wouldn't want to deprive you all of the joy of my noob moments when I'm learning a game. Currently, my games are un-modded. I want to experience them that way first (though many came with DLC bundles included, and I'm not dedicated enough to review DLC separately - though I'll note whether I have it or not up front). Any mods that you guys feel would make it more simulation or sandbox would be appreciated (preferably mods available through Steam Workshop, since I really hate downloading from third party sites that I am not familiar with.) I'm clueless when it comes to mods and installing them, so that may provide some humor as well. On second thought, maybe I should call this thread "Watch Blue Break Stuff" >.> I'll list my top few candidates, but be forewarned, I tend to hop around a LOT between video games these days based on my mood and varying degrees of sleep deprivation, so be prepared for this to go totally out of order or have random curve balls, because what would one of my projects be if I didn't veer totally off course at least half a dozen times? Not one of my projects, that's for sure. I also don't own all the games I'd like to try, and I'm sure there are plenty I haven't heard of, so if you have suggestions or your own two cents about a game, please pitch in!
Here are my initial victims choices, in no particular order. I'll move them up to the top and provide a link to the review once it's underway: -The Good Life -Farming Simulator 2013 -Universe Sandbox -Europa Universalis IV -Minecraft -Don't Starve -Skyrim -Spore -Tropico... possibly all the tropicos? -The Guild II & The Guild II: Renaissance I'll also be going through the various Sim City games I own, as well as revisiting The Sims 1-3 to get a fresher perspective on the changes/differences between them. (Can't handle 4 thanks to migraines, but that's okay, I have way too many games there's plenty of other material to go on here). Since there aren't very many "life simulators," I just have to pick and choose games that share some elements, or might have aspects that would work well in a life sim. And really, there are so many games out there that might fit that description... and since this has been in my head for awhile, I've amassed a huge pile, what was I thinking? a few. You can all thank @sparkfairy1 for asking me to share on the forum, but save your rotten tomatoes for me >.> *digs deeper into hole* In case it becomes relevant at some point, I'll state up front that my computer is several years old, but works well for its age. So far my only issue is not being able to run extremely demanding games on ultra-high resolutions. Specs: AMD Phenom II x4 965 3.40Ghz, 8.00GB RAM, AMD Radeon HD 5700 Series GPU. Basically it's the best stuff my elderly motherboard will handle, below the several thousand dollar range. Decent, but not excellent, and I'm actually more comfortable testing on this because if I had a super-ultra-high-end-this-thing-could-cause-citywide-blackouts kind of beast, well... I'd feel a bit cheaty about that. Not that I can afford one. Ha.Please note - if there's a game you particularly want to see reviewed, please let me know. I might have it in my collection and just not have it listed. For example, I have a lot of exploration/story-driven games, some RPGs, things like that, which I didn't feel were necessarily as relevant to list here, but if you're interested in a review, I'll just go ahead and do it anyway. I've got literally years of games that I haven't played yet, many of which were given to me over the years and my Sims obsession just stopped me from getting around to them. So don't be shy - let me know what you'd like to see and I'll do my best ^_^***New build specs*** Asus Z97-A (USB 3.1) Intel i5 4590 Asus GeForce GTX 970 Still 8gigs of ram (Note that I'm waiting on some replacement parts, so things aren't totally settled yet with this build. Might have to swap some parts out if the coil whine doesn't quit or something else goes wonky.)
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Post by Deleted on Jun 12, 2015 16:00:51 GMT
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Post by [PP] Wylsey on Jun 12, 2015 16:06:13 GMT
[PP] blueasbutterfly Thank you for taking on the task I can't wait to hear how it goes, I've had my eye on a few of these games so I will be very interested to hear how it turns out!
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Post by [PP] blueasbutterfly on Jun 12, 2015 17:02:51 GMT
Thanks I know most of those titles have been tossed around here for awhile in various places, I added a lot of them to my list when I saw them mentioned or because people I know said "hey, this looks like your kind of game!" I love Sims but ... not just Sims Sims, all types of Sims and building games and strategy/management types (some of them don't have much in common with The Sims but think about it, there's tons of management and planning that goes into even a casual Sims game - making sure their needs are met, for example, eating and using the bathroom before sleeping, which requires that they have enough energy, right? That's management.) The disappointment in ts4 brought me back around to games I always meant to play, but hadn't - as well as new games that I now have time for (when not stuck in ts2.) The more I thought and read about disappointment in ts4, the more I started to break down different things in my head, things I hadn't considered, like how art style and music should fit (those emotion change jingles were so jarring - I had never thought much about the sounds in the Sims because they just blended together so well, but when they didn't....... then I thought about it. A lot.) So now when I play adventure games, I'm noticing how I feel about the loading screens - how far apart they are, the design, how long they take. I'm thinking about replayability, immersion, clever puzzles, the little details that make it clear that a game was made with care. Things you see that didn't have to be there, but make the experience so much more real. And even that brings me back to The Sims. Obviously this is going to by my opinions, but I'm hoping other people will say what they think as well and we can get some good discussion going.
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Post by Deleted on Jun 12, 2015 18:17:40 GMT
Ooooh can't wait to hear your reviews! This will be fun!
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mortia
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Back! :D
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Post by mortia on Jun 12, 2015 19:00:14 GMT
Fun! Looking forward to seeing what you think. I love Banished and was very sad when my booming little village caught fire and burned to the ground. I had to take a break after that trauma
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astro
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-Insert witty comment here- XD
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Post by astro on Jun 12, 2015 19:02:18 GMT
Oooh, this looks great!
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gayars
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Post by gayars on Jun 12, 2015 19:38:37 GMT
Well you can try that Guild 2 series, which is kind of old, but kind of similar to Sims, and there are old city building games for comparison (Caesar, Pharoah, etc.) And cheap too!
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Post by [PP] blueasbutterfly on Jun 13, 2015 7:17:28 GMT
Prison Architect developed and published by Introversion Software ~This game is currently in Early Access, so please note that it may change significantly (or not) in the future. It is currently 75% off thanks to the Steam summer sale (sale ends June 22). Here are my first impressions. So far, according to Steam's nosy little counter, I've played this game for 3 hours, and I feel like I have just begun to scratch the surface. I'm taking that as a good sign. There's a lot to do, and TONS that I haven't seen yet. So let's talk about a few of the features. BuildingThe Good Stuff: It's easy, intuitive, can easily be undone and redone at will. Your little workers take some time to get things done, so some planning is necessary, and there are requirements for many of the rooms (I don't mind this so much, because this is a prison simulator, not The Sims, so I honestly don't feel constrained by being forced to have a desk, a chair, and a filing cabinet in an office. In fact, it's kind of handy, because as you can see in the above screen shot, there are two offices at the bottom there that aren't used. Because these are generic "offices," you can anticipate staff requirements and build them ahead of time. There's also a "planning" mode (you can see the button at the bottom, the blue button all the way to the right.) You can draw out walls, and pathways with this tool, and they stay drawn until you either delete your plan, or build over it. So as with most sims I've played, there's a money crunch in the beginning - but unlike many others, where you're trying to build stuff ASAP because so many times you'll wind up punished somehow, with this game, you can build as you go, and there's no problem so long as your working prison is surrounded by walls. For example, I initially built the foundation only around the top half, and added the bottom in later. I've since added two more sections and they all fall into place with no fuss. If only I could remember to build wider passages, I'd be good to go. Drawbacks/issues : There are a few things that could be made more clear in the tutorial or seem a little nit picky to me. For example, the power generator took me awhile to figure out. I know it needs those little cells to function, but (possibly due to my poor understanding,) I thought they were intended to add extra power when the generator wasn't enough on its own. So for the longest time, I couldn't get my prison power to stay on. I'd flip it on, it'd go off. Turns out, when you buy the generator, you get a cell that you have to place down next to it before it will work. That seems a bit silly. The water and electricity have another annoying detail - there are some things you have to directly connect to the supply, and others that you don't. For example, you don't need to connect each room to the circuit (passing a cable semi-close will turn it "green," and then that room is powered.) However, certain items in that room do require that you connect the power cables directly. Same goes for water pipes - the large pipes take water a long way, you can't just use a network of small pipes. So you have to outfit your prison with large pipes, and then smaller pipes that branch off from the main line. That's realistic, but sometimes it's a little irksome to have to hook up each toilet and each sink, especially in the cells, since a guard has to let your workmen through the jail doors (and that means that the guards have to be available at the time.) So there are a few little things that I think could be more streamlined. It might be more realistic that way, and I'm sure a lot of people appreciate that, but what I've found with The Sims is that there's such a thing as "too much" realism - if there's too much focus on the little things, it eventually takes your attention away from the bigger ones. Another oddity is that my offices wouldn't allow me to place a staff member in them until I had installed 3 lights. That might be a glitch, but it was confusing trying to figure out why I wasn't able to hire staff even though the requirements were met. Gameplay
I'll only touch on this briefly, since I spent more time building than anything else so far. Thankfully, the game layers things on you slowly. Requirements are pretty low at first, so as long as you're not overly aggressive with your building, getting started isn't too overwhelming (thank goodness.) After you hire your warden, you use the bureaucracy screen to research new options and staff types, some of those staff types can research even more. So it's sort of like a skill tree/tiered system. There are grants, which give you extra money to build certain things, but that's optional and really not in your face like some quest-type systems. The more grants you get, the more you unlock. So far, the balance between research/unlockables and being able to achieve the grants/quests seems well balanced and reasonable. I actually may have ended up with too much money... just built myself a new canteen and kitchen because my prison was going so well, and this happened: My prison is, as you see, growing really quickly - the answer is to knock down some walls and expand, of course, and my financial consultant is currently working on finding out how to get me more land. So as you can see, it has all worked out so far. And that seems pretty genius, honestly, because I am usually so very bad at simulations, I end up failing, restarting, failing again. And this prison may yet fail, but at least I feel like I've gotten somewhere with my first game. I've gotten a few grants, kept expanding, and as you can see I've got a cool $45k in the bank to keep going with. There's a LOT that I haven't figured out yet, but instead of feeling frustrated, it feels manageable, and I get the feeling that when I do screw up and my prison goes bonkers, it will be funny instead of maddening. The fact that it's mostly intuitive has been a great help. Graphics
This is exactly the sort of game where simple graphics are effective, and even better, since more time and attention can be focused on mechanics and the types of details that are really important, like the simulation itself. That being said, the graphics are simple, but they're not blurry or needlessly low quality, and there are things I hadn't expected to see, such as dirt on the floor that piles up before you unlock cleaning staff. So the simplicity is doubly good, because it allows for more details to be there, but without huge amounts of extra hassle. The immersion is still there, because you're planning and focusing on the details, looking at the graphics for general information more than, as in The Sims, to see their facial expressions. Community and Communication
I checked out the community page on Steam, and had a look around the Steam Workshop. So far, it looks pretty great for an early access game. For better or worse, as of this moment, there are 10,572 items available for download in the workshop, the vast majority of which are prisons that people have created that you can download and play. So if you don't want to build your own from scratch, you don't have to! There are also mods, including many for customization, as well as modifying in-game object functions, such as arrows for security cameras and added functionality for bookshelves. According to their announcements, patches and updates have been regular, and they're projecting that it should be released toward the end of 2015, as you can see here. Communication looks pretty good, though I do plan to check out their website more thoroughly. You can find their "welcome" message at this link. I will check out their bug reports and such later on, and report back. No bugs for me after 3 hours. Interestingly enough, the game is also going to be released on tablets - I think it'll work best on PC, but it could be workable for a tablet if you're very patient. Here's their tablet announcement. I like that they're looking to their community for play testing. I'll add more to this when I've encountered more elements to review! And don't forget to share your thoughts if you've played Prison Architect. If you have questions, or there's something in the game you'd like me to test or check out, please let me know! The standard version will be priced at $7.49 until June 22, after which it will revert to its hefty $29.99 price tag - that's my only real reservation in absolutely recommending this game, $30 is steep for something that's still in testing phase.
Over and out for now, and thanks for reading!
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gayars
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Post by gayars on Jun 13, 2015 21:18:51 GMT
Awesome review Blue!
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bekkasan
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Post by bekkasan on Jun 13, 2015 22:07:43 GMT
Great review. I don't think I would play that one as I need more immersion with characters rather than just building. That was the biggest issues for me with the SimCity type games. And on the other hand, some my hubby plays are online, with guilds and all, lots of building, but, PVP, so I don't want that either.
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Post by [PP] blueasbutterfly on Jun 14, 2015 10:32:08 GMT
gayars thanks ^_^ it's my first shot and I'll be updating it as I play more, I never paid much attention to game reviews before ts4 so I don't even know if I'm doing it right, but you guys will let me know if I'm not... right? >.> right? And also, I do have a few of the Guild games I think, I'll have to check - I'll try to add them to the list, whichever ones I have, and if you think of any others, please let me know because I know Steam flash sales are going to be crazy! bekkasan I have been looking for more character-centric games, it's a tricky balance because most of the story-rich or character-focused games are linear and pre-scripted. It's one of the things that makes The Sims unique. Even games where you can follow the little people in the city around don't fill that particular gap for me. Next time I play, I'll look specifically at that - how much you know about the prisoners, etc - and I'll try to remember to cover it in future reviews as well, because it's a really good point and important to so many of us. Thanks for reminding me and I'll add more detail about it when I do my next update. PS - currently Prison Architect is even cheaper, under $5
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Post by [PP] blueasbutterfly on Jun 14, 2015 12:03:21 GMT
Banished
Developed and published by Shining Rock Software Release date : Feb 18, 2014 Price on Steam: $19.99 regular (Summer sale price through June 22: $7.99, at 60% off) Once again, we will start with first impressions, since I haven't had time to explore everything in the game. After playing through each tutorial, I started off on easy mode, with a medium map, valley type, disasters enabled, and as with Prison Architect, I'm writing this after playing for 3 hours (seems only fair). The photo above is about what my little village looked like in the beginning, you get a bit of a head start in easy mode. A few houses built, some food in the storehouse. So far, so good, I thought. But as it happens, I was delighted to find, this game has some twists and turns that can send your best-laid plans rolling downhill fast. (For reference, I spent almost all my time playing on 5x speed, so I got to about year 15 on my first village.) Building/Game playI'm lumping these two into one category, since you play and build simultaneously. I built a hunting cabin, gatherer, herbalist and forester right off, and installed a nice little apple grove behind the houses. The building is actually quite nice, if there's not a clear spot for the building you want to place, your little people will clear it and build anyway. You can also clear land manually, and this I like - you can choose specifically what you want to clear. So, if you don't want to clear the trees, you just want the rocks, you instruct your little people to only remove a particular resource, and then highlight the area that they're meant to clear. This way, resources that you don't want touched, aren't. I also love the forester building, because they selectively cut down and replant trees, making wood a much less cumbersome resource (if you're really short one season, you can direct them to do only clearing, and then if you have an abundance, tell them to only plant for awhile). In other words, laying out your little town is a really good balance of direction and autonomy, depending on how you set things up. You also get to choose the sizes of things like stock piles and crop fields (above a minimum requirement), so you can fit them pretty well anywhere. The game automatically tells you how many workers are needed to tend it once it's placed, and if you're running low, or have too much of a resource or not enough of another, you can switch your workers around, so if you're running low on logs (which I always was) you could tell your woodcutter to stop chopping firewood and go gather some logs, and once my town hall was built, I was able to cut down on quarry workers and assign them to tend the farms after some of my elders died. The flexibility is nice. There are settings for just about everything - how much of each resource to store before stopping work, you can keep info windows open on the screen if there's something you need to monitor, and there's versatility nearly everywhere. For example, your villagers will be healthier with a variety of food, but if you want a town where they only fish and hunt, you can do that, which saves the space you'd otherwise be using for fields, and the workers that would otherwise have been working on the farms. There are also bridges that can take your people across the water, and tunnels that get them through mountains. And they're really easy to place - click, drag, and let the villagers do the rest. There is a really wonderful absence of "CANNOT PLACE BUILDING" errors. Of course, you still want to make sure your specialty buildings are placed in sensible areas - you don't put your gatherer in the middle of town, for example, but I can't see why anybody would want to. Road building is so low maintenance, you just place it and your people whack it into submission - and buildings don't have to be placed on or even near roads, much less facing them, because roads just help facilitate transportation. So, unlike many other city builders (and perhaps because this one is designed to be old-timey,) your villagers are not so dumb that they can't find their way home if it's placed one tile too far from the road. In fact, you can have a bunch of buildings backed up to each other to save space, if that's how you want it (not always recommended due to fire hazard, but it's definitely a nice option). The most difficult aspect of building is having the right resources in the right place at the right time. Some buildings require an awful lot of a specific resource, and the little people aren't always very intelligent about how they assign resources. I have a feeling there's a way to manually control this, but with only 3 hours of playtime, I didn't go looking for it yet. I'll add more about it in a later update. The nice thing about resources is that trees do re-grow, (there's a mod to get rocks to re-spawn,) and at least in easy, mode, they're very easy to find. It is difficult, however, because if you tell your little people to go gather rocks way over yonder, it will take them a very long time to bring them back. Quite realistic, but important to know when planning. There aren't many building types (I haven't checked out the Steam workshop yet), but the ones they have are sufficient, I couldn't think of anything that I felt I needed that wasn't there. Obviously this is a stylized city builder, unlike Sim City or Cities: Skylines, so I wouldn't expect to see high rise apartments or anything like that. I think the building works extremely well for what this game is, and I got totally lost in building and expanding until I had to stop for dinner (and I was late getting downstairs, oops). Let's talk about overall difficulty and game progression before we move on to the next section. Playing on easy mode was, in truth, the best way to start. The first Winter, in spite of my best efforts, I lost five or six people to starvation. There are also random events where you can lose villagers, for example, even though I never found any chickens for my pasture (the trader never had any animals,) my first herdsman was apparently trampled to death. (Haha). If you have enough villagers left after a catastrophe, children will be born, and they do grow and age (I love this.) So if you give them space, and keep them as healthy as you can, your population should grow. I've heard lots of stories from various reviews about how badly things can go wrong, and I totally believe it. I like the fact that the natural world has a real, tangible effect on the village, for example, needing firewood in the Winter, and the crops being planted/harvested in the appropriate season. As you play, you learn to anticipate those sorts of things, but disaster can still strike at any time. This is the first city builder I've played where uncertainty plays so large a role, and the fragility of civilization is a central concept (I don't play zombie apocalypse games, before you ask). Graphics
I have to admit, I looked at this game trailer and thought, "ooooooh, pretty." It's even better when playing it. The weather and light changes, even the differences between the seasons, are really well done. The weather looks nice, as you can see above, the rain really looks like it's falling. There are several varieties of houses, so they don't look like clones of each other. Everything looks crisp and polished, the style is nice and everything looks "right" in the setting, the environment and the buildings go well together. When I was waiting for things to get done, I could watch the place for hours. People carry things around town, smoke comes out of the chimneys, you can click on the little people to see more about them, or select the houses to see who lives there. I don't particularly like the icons you see above the buildings when there's an issue - see above, in the lower left quarter. Those yellow circles indicate that production has been stopped for those buildings. There might be a way to turn the notices off, and I could check for a mod if there isn't one, but it's the one little detail that I sort of felt wasn't in sync with the rest of the graphical style. Now, some kind of notice is definitely helpful, and they're easily distinguishable - there are different symbols for "not enough materials," "maximum storage reached," or "production halted," which makes life really easy if you need to do a quick overview of where jobs or resources are or aren't needed. Had I designed it though, I would have chosen a style that didn't stand out so much from the rest of the game. But hey, if that's the biggest issue I have with the graphics, then I consider it a job well done. (Below, you can see a picture of the extension of my village, built across the river. This is going to end up being my main hub, since the other section is really hilly and is surrounded by water. You can see the storage barn with a well on the lower right, and going clockwise, the brand new market, two stone houses with a stockpile behind them, the empty space where the town hall will be built, and the newly-finished hospital.) Details
One of the things that I always love about building games are the little things you find out as you go along. For example, when a child is born, you get a notification that tells you their name. You get another notice when they grow up. When the elders die, any available unassigned worker will replace them. Having a cemetery means that your villagers won't get sad when their elders die. Oddly, the children spend an awful lot of time playing there. Hm. Speaking of the children, you can see them wandering around your village from a very early age (1), and then you can see how old each member of a household is, along with their details. When you build a new house, a couple usually moves into it. It's a cute touch, and intuitive, like most of the other details. I'm really excited to play more of this game and find out what else I haven't seen yet. Just knowing that there is more to explore makes me happy. Steam Workshop
There are currently 1,267 items in the Steam Workshop for Banished. They include different sizes and styles of buildings, new color schemes, and some customized farm animals, lighting mods, and additional maps. Some of them look really interesting and I'd love to check them out in the future. Communication
There haven't been announcements made on Steam since 2014, but there is apparently a mod kit (and the latest announcement is about the release of an updated version.) Judging by comments and whatnot, it seems that the community may be more active elsewhere, so I'll have to see if I can go find it. People have said that there are places to get mods other than Steam, so maybe that's where all the people are. The Steam forum does have active posts on it, and people are obviously actively playing it. It's not so grand and full of "stuff" as games like Cities: Skylines, so that might explain why there isn't a more active community on Steam. When I do an update, I'll see if I can find more information about that. In closing, here's a photo of my little village in the Winter, complete with snow. Thanks for reading, and if there's anything you want me to check out for a future update, please let me know!
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sgjo
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Post by sgjo on Jun 14, 2015 14:18:48 GMT
[PP] blueasbutterflyWow!! Now that's a game review! Banished has always interested me and, after reading your review, I really want to get it! Thank you for doing this for us!
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Post by [PP] blueasbutterfly on Jun 14, 2015 15:28:14 GMT
[PP] blueasbutterflyWow!! Now that's a game review! Banished has always interested me and, after reading your review, I really want to get it! Thank you for doing this for us! Aw thanks ^_^ there's more to be said, for sure, and 3 hours isn't enough to do these games justice, but since the sale is on I figure I may as well get the first thoughts out there. If you have questions or certain things are game breakers, let me know. And I'll be updating when I play more. You guys are so patient to read my novels <3
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