Overview of Transport Fever - the history of the development of transport. Overview of Transport Fever - Logist's Dream Transport fever all technologies by years

From the young Swiss studio Urban Games. The money for the development (and they were considerable - 300,000 euros) was collected by crowdfunding. After the release, the game received average reviews from critics, but this did not stop it from winning the love of the players, which was expressed in a decent number of copies sold. But the first part was reminiscent of the first hesitant stroke of an inexperienced artist with a twinkle in his eyes. Bold, but grey. Therefore, hoping for the progress that comes with experience, the newly minted fans of the studio patiently but diligently waited for the sequel. And they waited. Transport Fever received such a more general name for a reason, because the developers added water and air to land transport. And, of course, improved all aspects of the game. But is this enough?

If you're unfamiliar with the series, I'll tell you right away: here your job is to connect cities and buildings, helping passengers and resources move from one place to another. All this must be done within a limited budget.
The procedurally generated maps are scattered with residential areas, factories and other commercial buildings that produce various goods. These goods, of course, require regular transportation. And it is the creation of a harmoniously functioning transport system that is the main goal of the player.

The interestingness is added by the fact that, both in the first part and in the second, the developers take us through the entire history of transport, starting in 1850 and ending in 2050. This means that throughout the campaign the player will have to adapt to new modes of transport and expand its transport network.

With the progress of technology, vehicles will appear that allow you to transport passengers and goods faster, and therefore have a positive effect on the growth of your profits. With such a variety of vehicles (in the new game there are buses, trucks, trams, trains, planes, ships), it is up to you to decide where to focus your efforts.

But at the same time, for success, you have to maintain a balance. One cannot call a good transport system that perfectly performs interregional transportation of goods, but left residents without the opportunity to get to work on time!

Like many colleagues in the genre, settlements in Transport Fever are divided into different zones - residential, industrial, commercial and entertainment. And only the provision of an efficient transport system in each will lead to the maximum development of your company.

With the progress of time, sometimes it will be necessary to replace a certain type of transport with a new one. And in this issue, as in others, you will have to think about what and when to upgrade, because everything new is not cheap.

In transportation between cities, the railway still stands apart. And it's very nice that Transport Fever allows you to lay paths the way you want (within reasonable limits, of course). Such a seemingly small innovation has seriously expanded the gaming horizons and reduced the problems. Create knots, build bridges over already existing railways - the limit of possibilities depends only on your imagination.

But a much more significant difference between the new game and Train Fever is the implementation of new types of transportation. If in the first game the train was the only way to transport goods or people over long distances, now planes and ships are at your service.

Air and water transport have opened up a real wealth of possibilities in the management of the transport network and its budget. For example, on big map where train travel only makes sense for short distances, the construction of an airport will allow you to forget about the barriers that a long distance imposes.

Returning to the topic of temporary development, I note that the developers conscientiously adhered to historical truthfulness. So for those who love history, the game may well become an interactive guide to the history of transport. A brief but to the point description of each vehicle also plays into the hands of this.

The graphic component of the game is not served in a cartoon style, like Cities: Slylines. For some, this is a minus, and for some, a plus. But the main problem with more realistic graphics in games like this one is that when the camera zooms in, any texture imperfections are exposed. However, playing with normal scale the game looks really nice.

The disadvantages of the game in the first place I want to include a terrible interface. And the point here is not in intuitiveness, but in inconvenient control, complete bad taste and mercilessness to the eyes in terms of design, randomness and congestion of the screen. Each submenu, even the population or vehicle statistics menu, must be closed independently. Consequently, after a minute of analyzing the needs of each resident, the screen will be completely littered with dozens of statistics submenus. In terms of the interface, it is clear that it was completed last - in haste.

Summing up, I would like to say that the game is worthy of praise and progress in terms of gameplay obvious. The depth of the gameplay is able to entice for dozens of hours, and the historical basis serves not only as an educational function, but also throws new, interesting challenges and makes you learn on the go. But still, Transport Fever is not a complete creation that harmonizes in all aspects. Urban Games - well done, but there is room to grow.

Transport Fever is a racing game developed by Urban Games for the PC platform. The style in the game, unfortunately, is not defined, and the following features can be distinguished: simulator, management, economy, trains, strategy, construction, for one player, city ​​building simulator, sandbox, open world and others. You will have access to such game modes as "for one player".

Worldwide, Transport Fever is distributed as a one-time purchase by Good Shepherd Entertainment. On the this moment the game stage is launched, and its release date is 11/08/2016. It is impossible to download Transport Fever for free, including via torrent, since the game is distributed according to the one-time purchase model. The game supports Russian.

MMO13 has not yet rated Transport Fever. Metacritic rates this game 7.1 out of 10. The game is distributed in the Steam store, where users rate this game with their reviews 7.6 out of 10.

The official description of the game reads:

"Transport Fever is a railway economic strategy. Players start in 1850 and build a thriving shipping company. As a newly minted tycoon, the player builds stations, airports, docks and earns money by connecting areas that need transport links.

I'll start working on a review for Transport Fever after the first hour, the game would have quietly received from me 1, well, a maximum of 3 points, and the most devastating opinion. Everything in the game was infuriating, everything was incomprehensible, so I just wanted to turn off the game, delete it and never remember it again.

But I sat, sorted it out, went into the study of every aspect of the game, and a completely different side of it opened up to me. This is a well-designed economic simulator of a transport company, with a billion menus, charts, micromanagement and other joys of a large-scale economic strategy.

The most important thing is to endure until the moment when the game begins to reveal itself. You don't have to jump right into it. You need to gradually, over and over again, complicate tasks for yourself, in addition to those that the game sets.

Through the thorns to the stars

The campaign begins in 1850 in the New (USA) or Old (Europe) World. The player here is the head of a small transport company, which is a contractor for other companies. At least at first. Thus, the first task in Europe will be to ensure the transport of material for the construction of the tunnel.

The production of tools, the drilling of a tunnel, the functioning of factories and factories - all this happens behind the scenes and is in no way subject to the player. And it is not necessary, to be honest. There are enough problems without it. The task of the player in this case is to ensure the supply of the tool to the place of work and take out the side material. In this case, a stone.

On the one hand, the campaign here is very thoughtful in terms of storytelling. The player is gradually led from the 19th century to the present. More opportunities are opening up, technologies are developing, the opening of new equipment and vehicles corresponds to the real year of the start of operation.

On the other hand, the campaign is very stingy with information. Sometimes tasks look very blurry. And to understand what exactly they want from us, it turns out far from the first time. In addition, tasks arrive gradually, as the current ones are completed. From the first time, it is sometimes extremely difficult to understand exactly when the level will end, and to plan your actions and finances in advance. It seems that everything is fine, the work is moving according to the schedule, it seems that victory is about to happen. And then bam! and “make us another one for a couple of million. What are you worth?"

Another problem of the game is that in order to complete the current item of the task, it is enough to organize the work. And then just wait for the result. And here, as a rule, the player just has nothing to do. Rewinding time never saves. She is here, but her speed is clearly not enough. You still have to wait tens of real minutes while carts with new drills are driven back and forth hundreds of times.

Strategy or simulation?

The authors themselves seem to be unaware of this. Because in the description on the Steam page[ Transport Fever described as a simulator, then as a strategy. Although from the strategy there are only elements. This is the depot building. We are building a train there, picking up the wagons. So…

Next, you need to lay a route between the necessary stations, make sure that the route is free and accessible, and only then start the train. How simple does that sound. In fact, these are several schemes and tables. Calculation of train power to train length. Rigorous setting of routes.


And if there are no problems with wheeled road transport, then the railway one still looks like a nightmare. The junction of the rails is very bad. In order for the train to pass normally, it is necessary either to build a depot directly with reference to the route, or to lay tracks at a very low angle. Otherwise, you will have to break everything and build anew.

But the problems don't end there. In fact, only 1 train can be allowed on one track. Even if there is a fork somewhere, the trains will still get up and wait until the “tracks are cleared”. And this is again extra nerves, money and time.

Tycoon logistics

The rest of the game raises no complaints. And it is quite a long-lasting product. In addition to the campaign, there is a free game in which the player is offered to develop his company without restrictions from system tasks, relying entirely on his skills as a manager and logistician.

Developers, after a fairly modest scale Train Fever, swung at a rather grandiose dominance on land, water and in the air. I am sure that many players will appreciate such scope and opportunities.


The errors mentioned above will probably be fixed. Moreover, at the moment the game has not yet gone on sale. But now it works great, and most importantly - perfectly optimized.

Which, by the way, is important, considering great picture in Game. The models are excellent, the detail is excellent. Even at the closest Transport Fever looks decent.

From above, the cities look quite alive. Cars rush through the streets, people rush on business. And the ecosystem works great.

What really disappointed me was the music. Maybe there are fans to listen to it all the time, but personally I turned off the player already at the 10th minute. Most of the melodies are made in country style. And we don't really like this genre.

It seems that he said a lot about the game, but it seems nothing. So much is left behind the scenes, so many aspects can still be covered. But that's why it's huge economic game to have a million possibilities and aspects that everyone can discover for himself gradually. The main thing is to endure all the misunderstandings and a lot of information that the game will throw at you at the very beginning.

Simhost thanks the developers at Urban Games for providing early access to the game.

This time I will tell you about the creation of a young and talented studio Urban Games from Switzerland. Urban Games was founded in the spring of 2013 by four developers, debuted with the game Train Fever (2014), having earned enough funds, the studio increases its headquarters and takes on the development of the next project. Two years later, the game is ready to see the light of day. Transport Fever - an economic simulator about transport management is released on Steam on November 8, 2016. If beyond the genre new game did not come out, then the available "arsenal" was greatly expanded, in addition to the railway and street transport, we can now manage air and water transport created over the past 150 years.


Transport tycoon in action

Each occupation requires certain skills, and becoming the master of the transport network is no exception. The game has a very competent training, which fully demonstrates your capabilities and tools of the transport system.


Here I am setting railway through the hill.

Roads can pass underground and over water.

Any transport network in this game consists of 4 parts.
Once you get the hang of the controls, you need to focus on the fact that Transport Fever is an economic strategy, and the most important thing in the game is to make money and manage to invest in the sequel. You spend money on building and maintaining your transport network. And you get money for travel on your transport and cargo transportation. In short, you should understand the needs of your game world: your inhabitants and industries.


In training, I built a plane that no one flew in two years :).

Two game modes

1. Free play- you choose the map size, difficulty, year. In turn, the game offers you a loan to develop and build the most successful transport system.

2. Campaign - European or US transport campaign. The developers promise to pass on to you the challenges that fell on the transport industry in the 19th and 20th centuries. During the campaign, you can get more than 25 achievements.

The game features more than 120 detailed vehicles from the last 150 years: trains, planes, ships, buses, trams and trucks. And each has its own specs:

  • Years of use
  • Max speed
  • Cargo/passenger capacity
  • Power


The list of transport is interesting to see even outside the game.

As you advance into a brighter future, you will be able to upgrade train and bus stations, airports and docks. If your network is successful and modern enough, cities, industries, passenger traffic - the whole environment will develop at a frantic pace, and the economic model will throw you another challenge to meet the new needs of the "growing" gaming world.

The theme of Europe and the USA of those years is clearly visible in the game. In this case, the map is generated randomly and each time you face a new task.

The game has added the ability to interact with the Steam Workshop, which means that any person from the community can draw their transport, station or new railway, with due quality, contribute to Transport Fever.

Interface and control

After the training, you will have no questions about the interface, but it is fair to say that sometimes the screen is overloaded with open windows, while the "buttons" on these windows are small and inconvenient. The player has a functional camera at his disposal, which, again, is not without flaws, for 10 hours spent in the game, I still did not understand how to track "my transport", and flew behind it with a manual camera.

Appearance

Picture
If you do not compare Transport Fever with the super-budget projects of 2016, then you can say about the game that it looks very above average. Each unit of transport is detailed nowhere. Even after the maximum approximation, the game does not fall face down in the dirt.


Sound
The sounds from the transport in the game are cliched, while not annoying. The wheels of the train knock and knock, there is nothing special about it. The game has a music player that plays songs directly from the folder. So you can enjoy your compositions while playing Transport Fever. Despite the narrow focus of the genre, the game turned out to be very colorful. It is interesting to observe what is happening here: behind the transport, behind the people at the bus stop, behind the people who go to the store or to work. And the dynamic pace of "development" of virtual humanity is amazing, and it is impossible to understand from the first minutes what the game wants from you. I can’t say exactly how long it will take to play with this economic model, but amateurs similar games I highly recommend checking it out. The price on Steam is only 599 rubles.


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