![]() ![]() Similarly, noise and smell are not something you would expect having to deal with in a regular tower sim, but in Project Highrise they are very real mechanics that cannot be ignored. Drawing the lines for water pipes, phone lines and other utilities is an easy enough task and the utility closets that you need to house on each level add that little bit of extra depth that you would not find in more casual sims. I particularly liked how the game lets you create concrete floors before you can assign rooms to the empty space. If you are here for the simulator side though, there is plenty to love. I am sure the idea was to give the game a unique vibe - and it has - but it lowered the long-term appeal along with it, or at least it did for me. The low-colour, simplistic graphics make everything look a bit drab and uninteresting. There’s a machine-like feel to it all, which is partially due to the distinct graphical style. Yet very little of it feels very personal, or particularly rewarding. You connect wires and plumbing, you advertise available space, you keep track of customer satisfaction and strive to provide every higher quality services. You are the manager of a commercial tower building and are involved in almost every aspect of its operation. The game makes no apologies for being a business sim. Until you do, you’re investing in future revenue, taking the costs today.Īll of this is as it should be, and it works remarkably well. It only becomes financially attractive when you have multiple customers using the same service. Higher tier customers demand more advanced services and placing these into your tower is expensive, as are the associated monthly costs. When you do reach the next tier, your next expenditure becomes something of a balancing act. You cannot simply skip straight to the expensive rooms that attract the high-paying customers. With Project Highrise you’ll have to successfully navigate lower tier - and lower rent - restaurants, shops, businesses, apartments and basic services to get to the next tier. In a historical city builder production lines allow you to use simple goods such as wood and pottery to craft furniture and wine. Playing Project Highrise, I was struck by the sense that I was playing a vertical city builder where the production paths have been replaced by room types and upgrades. It’s a tricky balance, as any new service that you provide will wreak havoc on your budget, especially when your tower is still modest in size. You’ll be designing your tower, seeking out potential occupants, renovating rooms and you’re even in charge of providing services to homes and businesses to keep them happy and collect the rent money. Where most tower management games lean towards entertainment, Project Highrise leans more towards a true simulation. Where do you draw the line? Project Highrise walks the tightrope here and it’s fairly successful in doing so. Emphasize fun and many players won’t take the game seriously. ![]() Focusing on extreme realism will cause your audience to shrink. Creating a simulation game cannot be an easy task. ![]()
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