In Transport Fever 2, as in the elementary cut, we become the head of a logistics enterprise – using land, tone and run transportation ways, we encourage various goods, as well as traveling, across large maps. The game runs on the same, albeit modified, engine as the predecessor, so everything seems very comfortable to someone who's received any contact with the first section.
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1. Transport Fever 2 Review
Three years looks nearly enough time to figure out the shortcomings to stop a good game by living good. State
Urban Games managed to do recently to, which is their original Transport Fever 2 a game to match the popular
Transport Tycoon?
Transportation of individuals with property is for an excellent material for an economic game. The mixture of
subject with the development involving a great efficient logistics network causes a many interesting challenges. An
important issue is to build clear using to likely.
In the last two days, different studios have become increasingly considering this style – in addition to the "Fever"
series, the beginning of this year also taken the pedestrian Railway Empire, and just a couple of weeks ago,
Railroad Company was published. But the golden period of Transport Tycoon, Industry Large or Traffic Giant still
cast a long shadow on the genre – these games used to be extremely riveting experiences, capturing players for
long hours, and are even believed unmatched, tycoon paragons.
The first payment of Transport Fever from 2016 satisfied with a relatively optimistic party of critics, although I
personally considered this deserved a groove of almost 6/10, considering here were no AI-controlled opponents,
and that the the fiscal level in the game experienced about deep flaws. Despite their drawbacks, the game has
become quite a remedy for fans of transport and logistics, ready to forget its just tycoon shortcomings,
compensated with considerable capabilities in terms of stem the logistic circle, with broad modding support. The
message in the original Transport Fever warranted hopes for an change of the predecessor's underdeveloped
aspects, the overall economy in particular. Happens that in fact the basis?
Package and pots
In Transport Fever 2, as in the basic piece, we become the head of a logistics enterprise – using land, song and run
transportation ways, we change various goods, as well as passengers, across large maps. The game runs on the
same, albeit modified, engine as the predecessor, so all seems very traditional to everybody who's received any
contact with the first piece.
The exchanges in the sport mechanics really introduce a lot of changes. Every location today takes only two kinds
of goods – one to the business zone, also the minute to the trade. The third factor, universal for every city, are,
obviously, passengers. On top of in which, the creators offered us around really interesting devices for upgrading
stations. We can develop every stop to help our heart's comfort with ready-made components like as walkways,
terminals, platforms or piers. With these, with a host of minor tweaks, TF2 provides even more fun for players keen
with creating complex transportation systems.
Of course, all the edges in the leading game were preserved in this view, therefore we still become a really
2. interesting, realistic flood of products, which are most "physically" there for the record. This is complemented with
a complex rail interact with bill features, with multi-stage logistics utilizing different modes of transport. However,
the outdated railway construction system wasn't improved – we still have to manually construct every portion of it;
something that will permit setting a quick system of the rail track and then introducing neccesary changes would
get been much more comfortable. Another disappointment stems from the fact that the goods we're transporting
do not well the period that the player is popular. There are plastic manufacturers in 1850, and the year 2000
doesn't take any electronics.
The brochure of more serious difficulty with the mechanics is developed with limited capabilities of handling pack
of cargo – we can not, for example, fire a succession that will collect some number of goods through some
consecutive stations, as cars always have as many resources because they may have. Of course, we can build a
school from another kinds of cars, however, the problem remains unsolved if the properties to we'd like to collect
by different places are moved by the same sort of cars. Also, the capacities for supply and coordinating vehicles on
the one series are similarly limited.
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Full rolling stock
Transport Fever 2 provides us a few different biomes – tropical, dull with moderate, and, properly, as many types
of rolling stocks – European, Us, with Asian. You can choose from a variety of realistic vehicles – through young
horse-drawn carriages and machines to current jet aircraft. The close-up camera at vehicles enables one to enjoy
the lovely, detailed products, with that feasible to "mount" the video camera with them for a first-person look. This
part is much more convincing than in TF1, as the authors have really developed the cosmetic worth on the game
world. I confess to, state planned the average environments in the original game, I lived basically amazed at the
way lovely landscapes could be created on this engine – with greater optimization, to improve on this away. In
addition, areas with cities which raise with develop while we progress and look good.
A novelty from the back element is the map generator for the free mode – the planets created by this is usually
convert to help our needs. Though, these creations aren't incredibly interesting; they resemble a rather random
collection of location with organization scattered all over not very diverse territories. Though, it shouldn't be a
hindrance in a few months – because I'm convinced the big game population will complete the Vapor class with
extraordinary creations.
One of our complaints around the first game was poor project of the program, which made it quite hard to find
important information among the disorder of screens overloaded with useless data. In this respect, Transport
Fever 2 makes considerable improvements. But it's still far from perfect – this needs a lot of clicking, and many
with the individual windows could be incorporated into multi-functional panesl (for instance, the chances of
courses and vehicles, which require constant switching).
By the way, as this often the box with fiscal policies, the background music in the game is best suited for being
quickly eliminated and restored with a good playlist.
Bad money
Considering the excellent logistics organization and the affordable composition of the production, beautiful
observations with detailed vehicles, this a shame that the potential off that charge information is not completely
realized. The problem is definitely a set of two separate issues – the ill-conceived and solid market method with
average game modes.
3. The family is in a very rudimentary form. There's no information about that variables determine the payment for
completed transport. As a result, the PC Games Download enterprise functions with full darkness. According to the
studies, there is a simple formula at work here – the sum grown by distance without a clear connection with the
goods transported. From this follow numerous absurdities, earning the organization very reductive – this more
viable to gamble on the same resources, since complex products simply come in much smaller amounts. On top of
in which, the misguided distance multiplier is this (counter-intuitively) more profitable to carry cargo from the
most remote locations, even when the goods of the same might be got much quicker. To create insult to damage,
this scheme doesn't change at all while we progress over the centuries in the game. Charge and productivity of
shipping do not change, there are no chance economic experience, and also the manufacture of vegetables does
not change adequately to the changing epochs.
The minute component of the gameplay problem is what I invite the game modes catastrophe. In Transport Fever
2there's no artificial intelligence – again! Because of this, the game is boring as a tycoon, and only offers
substantial challenge by high difficulty level. Perhaps the sustained, struggle, consisting of 18 missions divided
into a few sections, offers any respite? Who have you to strategy?! The missions are ultimately lowered to only
logistical problems, usually really basic – get X volume of outcome from end A near top B. Then, there's the
generally daft narration with side quests, which, by the way, boil down to press with about levels on the chart (with
certainly not in terms that may cause tycoons captivating) – you can see the devs wanted to go something similar
to the successful approach through Ubisoft's Anno 1800. What completely buries the lucrative level of the game is
the absurd amount of dollars we create the experience with. As a result, the promotion plays like we truly
managed a cheat for unlimited money. I like this recommend keep from that sort, maybe apart from a few
starting, tutorial scenarios.
So what remains? Sandbox for lovers of ending complex transportation systems. That better than nothing, and
many players will find this satisfactory enough to have interested in the latest issue from the feverish stable. Still,
teeth grind, eyes great with tears, and hamsters stop chain in in their reels upon seeing a game with such a huge
risk of becoming the best transport tycoon in history reach the mediocre tier due to not having ample moment or
longing to help polish the nucleus elements.
What goes up must come down
For me, Transport Fever 2 is a honest and raw disappointment. When a game is completely bad, you can vent
frustration in the check then put it again for the step. But it's different here. The latest liberation by Downtown
Games makes the amazing house of center logistics, interesting mechanics, and beautiful, big maps. And then the
result is slightly spoiled by poor finish – stupid economy with weak game modes.
The new Transport Fever can definitely find a big meeting of fans of transport in the sandbox formula, but the
players looking for control their own interest with explaining economic difficulties will be hugely disappointed.
Except, being always, I yet take around hope. Maybe the next game will join the expectations. Fingers crossed!