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After Its Disastrous Launch, Cities: Skylines 2 Changes Developers
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Relevant to note the publisher (Paradox Interactive) is also known for extremely poor in-house QA. Both game and DLC releases are known to be extremely buggy. >[Hallikainen] We’re confident that the franchise will continue to thrive under Paradox’s leadership That's corpo speech for "we lost the franchise, PI has under its direct control now". Note Iceflake Studios is "[part of Paradox Interactive](https://www.iceflake.com/)".
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I feel like most accusations of bad QA have their roots upstream of the QA department (or lack thereof)It's possible. For example, the quality assurance department finds 9001 critical bugs, but whoever is in charge says "ship it lol" regardless of those bugs. In fact I think this might be the problem with CS2, I wouldn't be surprised if Paradox was the one doing the QA for Colossal Order. Still a bad QA matter, though. And it'll get worse.
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I'm not too hopeful. The new devs' portfolio doesn't make it seem like they have enough experience to handle a big project like this. It's sad because while Colossal Order definitely messed up the launch (though I'm still unsure whether it's their fault or Paradox — probably both), they knew what makes city builders good. I feel like two years in, they've finally handled all the faults of the base game, and were ready to build upon it and release new content. I have to be optimistic because, like I said, the base game is now pretty good to build upon, but the new devs don't inspire confidence.It’s 50% Unity, 40% CO, and 10% Paradox. CO chose to use Unity for CS2, Unity did not have all the needed fratures and framework for the game to CO ended up creating software for Unity and using prerelease builds of Unity which are very unstable. Paradox all the while had a set deadline for CO to hit.
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Iceflake Studio's portfolio does not exactly inspire confidence, feels like this is the end of city skylines. What a shame.I've heard alright things about Surviving the Aftermath. Still, I agree. It looks bleak. It's not *dead*, but this does seem to be it being put on life support.
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Relevant to note the publisher (Paradox Interactive) is also known for extremely poor in-house QA. Both game and DLC releases are known to be extremely buggy. >[Hallikainen] We’re confident that the franchise will continue to thrive under Paradox’s leadership That's corpo speech for "we lost the franchise, PI has under its direct control now". Note Iceflake Studios is "[part of Paradox Interactive](https://www.iceflake.com/)".
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It’s 50% Unity, 40% CO, and 10% Paradox. CO chose to use Unity for CS2, Unity did not have all the needed fratures and framework for the game to CO ended up creating software for Unity and using prerelease builds of Unity which are very unstable. Paradox all the while had a set deadline for CO to hit.
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This does look quite bad. What a shame, I bought the game at lunch and it was buggy and unstable. I assumed it will be improved and fixed over the next years. When I tried it a few months ago it had most of the same flaws including instabilities which are a deal breaker for this kind of game. And now they essentially killed it.I did that with kerbal space program 2 because I wanted to support the project, and now it's dead. The worst and infuriating part is that it's still selling for $50 on steam as early access, so someone from take-two is pocketing the money. How's this shit not illegal.
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Relevant to note the publisher (Paradox Interactive) is also known for extremely poor in-house QA. Both game and DLC releases are known to be extremely buggy. >[Hallikainen] We’re confident that the franchise will continue to thrive under Paradox’s leadership That's corpo speech for "we lost the franchise, PI has under its direct control now". Note Iceflake Studios is "[part of Paradox Interactive](https://www.iceflake.com/)".The state of Stellaris QA is *incredible*. It feels like one of those friends you love, with a *constantly* relapsing, and worsening, drug habit.
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I’d love to see a Cities game that focuses on framework and provides a way for micro transactions to pay out mod developers.> provides a way for micro transactions to pay out mod developers. *No*. I'm sorry, I like the idea of mod devs earning incomes, but this just opens the door to too much drama, attention farming, infighting, and *trouble*. Mods should all be Apache licensed, free, with *prominant* support/donation links and maybe paid cosmetic features.
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Lol, Cities Skylines is officially dead then. Seems like the team didn't really know how to make it without Karoliina Korppoo already, but I have zero faith in Paradox/IceFlake making it on their own. The core of Cities Skylines was always the expertise in transit/city simulation developed from Cities In Motion.
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I've heard alright things about Surviving the Aftermath. Still, I agree. It looks bleak. It's not *dead*, but this does seem to be it being put on life support.
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The state of Stellaris QA is *incredible*. It feels like one of those friends you love, with a *constantly* relapsing, and worsening, drug habit.Meanwhile EU5 released with incredible QA for the starting centuries, with dwindling testing done for the later ones. And I can't even blame them, knowing how much slower the game generally is.
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Meanwhile EU5 released with incredible QA for the starting centuries, with dwindling testing done for the later ones. And I can't even blame them, knowing how much slower the game generally is.Sounds about right
Stellaris was like that early in its life, too.
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Very corporate thinking. 'We have the IP for the name of a game with a dedicated following. That's more important than who makes the game, right?'
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This fucking sucks because I really like Cities: Skylines II. It's a fine sequel and I much prefer it to the original. Damn shame it got review bombed.
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What are you talking about? The graphics look practically identical to the original.
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It's decent, I enjoyed it. I do not think a colony sim sets them up well expertise wise for the transit sim/infrastructure design side of things though which I have always believed is the core of Cities Skylines though.That's true. They're related genres, but fundamentally different. Still, all the architecture is already set up. If they can hire some of the C:S devs (they're in the same country) then they could transition well. I don't exactly expect them to, especially since C:S2 isn't doing great *even with* the people who seemingly understood it, but it's possible.
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I’d love to see a Cities game that focuses on framework and provides a way for micro transactions to pay out mod developers.
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That's true. They're related genres, but fundamentally different. Still, all the architecture is already set up. If they can hire some of the C:S devs (they're in the same country) then they could transition well. I don't exactly expect them to, especially since C:S2 isn't doing great *even with* the people who seemingly understood it, but it's possible.They are in the same city even I think.
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Very corporate thinking. 'We have the IP for the name of a game with a dedicated following. That's more important than who makes the game, right?'If you view it as them seeing that the current studio has failed, then this is them trying to fix it by bringing it in house. **IF** they expand the studio and invest, then they could save it. Or it could just die like KSP