Sometimes you find yourself having to curb your aesthetic instincts for the sake of your points tally
Ah, and those mansions fit together so neatly, too. Like two L-shaped tetrominoes locked together in a permanent embrace – and right next to the city centre, to boot. But this new one needs moving. Shifted a little to the left and rotated to a jaunty 60-degree angle or thereabouts, it gains us five extra points. And what do you know? That leftover space looks just about enough to squeeze in a tower. Or maybe a park. But then again, that cluster of houses on the other cliff could be a more inviting spot – and we won’t lose any points to the brickyard if we stick it there…
Islanders is nominally a laid-back, streamlined strategy game about building cities on procedurally generated islands. But it’s a city-builder without any of that pesky infrastructure to worry about. There’s no resource management to speak of. You’ve no need to concern yourself with how to get workers from residential area A to industrial zone B. And yet despite its self-imposed limitations, it’s still a game where you have to think very carefully about location.
That’s partly because space is at a premium. You can’t flatten out these islands; rather you need to take natural features into account when designing your city. And progress depends on how you arrange your buildings: each comes with a points tally when placed, which can rise or fall depending on where it lies in conjunction with others. You’ll need to reach a certain total to unlock one of two packs of six buildings, repeating until you eventually accumulate a score big enough to move on to a fresh challenge on a larger (and usually more topographically complex) archipelago.
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Denne historien er fra July 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart