

"Parklife" is also $14.99 US, which is full price for a game like Stardew Valley.

Which you'd rather do is the final arbiter of whether you'll get anything out of this DLC. Which leaves you with a choice: Either design your city around being a tourist haven, or stick to conventional park-building tools from the basegame. What's more, by the time your city is big enough to sustain the visitor traffic required to make the park into an actual revenue source, you might not want to redesign your infrastructure around a big park when you're already balancing it against a stadium or some monuments or whatever else you've already got in place from the game's leisure and land value choices. Min-maxers and efficiency fans will hate it.Ĭalling up the land-value overlay shows that just plunking down a residential zone with a Japanese Garden or a basketball court will do more for your tax base and your city's ongoing maintenance costs than the DLC offers. There's just one little-bitty thing wrong with all this fun: They're also very pretty for screenshots, especially on higher-end computers taking advantage of the game's prettier graphics features this effect is going to be lessened on potato-mode PCs.Īt the top level, you get a cool attraction to draw more tourism into town, and the coveted “Castle of Lord Chirpwick” is Mad King Ludwig meets Skylines' not-at-all-angry bird. The parks level up pretty much by themselves as their visitor counts and entertainment ratings increase, allowing you to charge higher gate fees (or use the parks as loss leaders to beautify and enhance the neighborhoods they're in). Parks start off at the first of five levels you build an entryway connected to the main road, then use park paths to direct people on foot through your park, building attractions, places to eat, and places to use the bathroom.īroadly, this is the same no matter what park type you choose. The Zoo and Nature Reserve in particular are supposed to appeal to the same people who got the most out of the Green Cities DLC, while the City and Amusement parks reminded me, respectively, of New York's Central Park and Disneyland. You get four broad templates to work from: City Park, Zoo, Nature Reserve, and Amusement Park.Įach has its own flavor, and Colossal Order clearly had broad city types from its previous DLCs and the basegame in mind. is where things got a little underwhelming.

3,500 or so and just starting to expand across the freeway for the first time) and used the game's districting tool, repurposed to “create a park area,” to carve out some land like Walt Disney looking out at bare ground in Anaheim in the 1950s.Īnd here. I loaded up a city that was fairly bog standard and still very much a work in progress (pop. Repeat after me: “It depends on your playstyle.” The question becomes whether this is a clever fusion of genres or whether you're essentially being asked to pay 15 bucks for content that's either superfluous, poorly integrated, or both.Īnd the answer to that? Well, it's the same answer as every DLC to come out for Skylines so far, and for every DLC to come out for publisher Paradox's other games that use this model, like Crusader Kings II and Europa Universalis IV.
