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A flying city with wings

Airborne kingdom review

Airborne kingdom review

need to know

What is it? City builder in the cloud.
Estimated payment: 20 GBP
Developer: Wanderlust
Publisher: Wanderlust
Comment time: GTX 1080 Ti, Intel i7-8086K, 16GB RAM
multiplayer game? No
Association: Official website

I have built many cities over the years, and I have given my citizens many reasons to flee from them. In “City: Skyline”, I flooded their home with liquid excrement; in Surviving Mars, I let them suffocate; in “Anno 1800”-this was the one that made me most ashamed-I didn’t give They provide enough sausages. However, Airborne Kingdom was the first city builder where I lost people because of the tilt of the city.

Before this became a comment, my plan was to play Airborne Kingdom for an hour to get some gifs, but it eventually stole most of the day, and I finally left my floating metropolis at midnight. Then I keep coming back. For city builders, I am an easy-to-handle person and rarely escape their control quickly, but due to some unusual experiments and spectacular style, Airborne Kingdom places itself in its own niche market.

The basic knowledge is familiar and traditional: you build a simple production chain and infrastructure to meet the needs of the city and its residents, and as you expand, the needs of both become more complex. Electricity, food, factories, morale-boosting pastimes-there are many things to build, but you will recognize all categories. However, all of this is happening in the sky, which is a considerable wrinkle.

(Image source: Stray Band)

Airborne Kingdom did not have any battles, not even a little conflict, at least no conflicts with other people. However, the war against gravity will never end. Physics is an eternal obstacle, and the most important thing is that the forces of nature determine the layout of your city. You start from the center of a small town, floating gently in the sky, perfectly balanced. But once you start placing houses, airplane hangars and towering minarets, it will begin to sink, so you need to generate more lift. You need to make sure it is even.

Lean too much and your citizens will calm down. Who can blame them? No one wants to live in such a place. They have to fix the furniture, or every time they look out the window, they will see the ground view several miles away from them. They can tolerate a little tilt, but I can’t. This looks like a disaster waiting to happen. It only takes a small building to push it to the edge.

Since you have to find and recruit your citizens directly, their loss can be distressing, and you may end up with too few people left to work or explore. When you destroy the building and try to plan your return, you need to do it Some unwelcome layoffs. They are a precious resource, but it is coal that makes your city stand tall. All your most important components will burn these things, and unlike other resources, it can only be stored in one location, which limits the amount you can store. Without this resource, the city would be ruined-unfortunately it was too heavy to float gently on the ground.

Physics eventually became a great substitute for terrain. Geography is a decisive feature of a city, as well as a feature of city builders, but when you can override everything, it loses its influence. You have unlimited space, but thanks to physics, you can continue to expand in any direction you want. You have to build methodically, and then make a lot of small adjustments. If the location of the city is a bit low, maybe you can get a new fan or some wings. If all the new buildings generate too much resistance, more propellers can give you more propulsion. Of course, all of these require resources, workers, and space, which may inspire more adjustments.

These constraints force me to spend more time thinking about how my city should develop, which means that no part is truly complete-I am always redesigning them. The result is something dynamic and organic, constantly changing to meet new demands. I have a plan for what I want my city to look like, and now it looks completely different from my vision. On the contrary, it is based on my response to the imminent disaster, my experiments, my experiments to solve the problems generated by my previous experiments, and some decorative prosperity. It’s a bit messy, but I like it.

The world below still plays an important role. All your resources can be found here. You can definitely find everything you need to build, continue flying, and keep your people alive on the ground, and you can explore the entire map at your leisure. In order to fill your city with fuel and food, you must constantly move and send workers to fly to collect what you need. Although Airborne Kingdom is not inclined to survival elements like Surviving Mars, the relationship between the world and survival mechanics is as strong as a pure survival game.

(Image source: Stray Band)

The world is not for you more places to build, but for exploration. There are small settlements and cities waiting to be discovered and traded, a large number of hidden bounties, and some secrets that can be used to unlock miracles that will make your already very impressive city even more enviable. The map is presented in the form of a text map, with almost no decorations, such as curled and torn edges, and provides as much eye-catching as the city.

Despite being involved in survival management, the air kingdom still maintains a relaxed rhythm. There are complications, crises and many ways to solve all problems, but the first biome has all the resources you need, allowing you to build a good inventory, although scarcity may become a problem, but you can return to a not-so-so The challenging local area quickly recovered. In most cases, it is brisk. These are usually not the adjectives I look for in management games, but it does make me focus too much on searching maps and developing my own projects to notice that challenges are not common and tensions are rare.

The important thing is that this pleasant rhythm provides you with enough space to unleash your creativity. You are not just building a city-you are creating a strange architectural miracle. Although there are many issues that will affect your city, you are also free to follow your own aesthetic tastes. This also goes beyond the location of the building, as you will find many paint schemes that can be applied to the building individually, by type, or all at once. Just like Oskar StĂ„lberg’s fascinating Townscaper, you can do urban design as both an artist and a planner.

(Image source: Stray Band)

Sometimes I like to slow things down and stare at my magnificent creation. From the narrow streets to the sky around the city, this place is always full of life. Even buildings cannot stand still. They have a tendency to swing and rotate, often making cities look like crazy devices built by an out-of-control toy manufacturer. It’s hypnotic, but I suspect that actually living there is like living in a never-ending carnival, always surrounded by strange noises and mysterious machines. It sounds stressful.

The only problem is when you are dealing with other cities. Look, your ultimate goal is to create your sky kingdom and unify the world by forming alliances with all cities on the ground. It seems ambitious, but it’s actually a breeze. You fly to a city, find out what it needs, be guided to the exact location where you will find that thing, and then—after depositing some resources—you are your best friend. This process will never change or spew out any surprises. Every task is like an afterthought.

No one seems to worry about this flying city appearing out of thin air and letting everyone join its empire. Once you add a city to your allies list, you never need to think about it again. Your allies are always satisfied. The Airborne Kingdom has never really explored its premises or made you question your goals. You don’t need to make strong calls or worry about becoming a tyrant, because you are always presented as a benevolent force that everyone wants to mate with.

(Image source: Stray Band)

Ground cities can also serve as trading centers, providing a long list of resources that can be exchanged. This is very convenient at a critical juncture, but I have never found that I need to continue spending crazily and only go shopping once or twice. The entire system seems to exist only for emergencies, and there is no economy to interact with it. You will not create trading routes or try to make a profit. Cities value different things, so you do need to consider where you shop, but nothing is more important.

However, I can understand why the stray bands might hesitate to let the game fall into a more complicated dilemma. It already has countless buildings, resources, well-crafted technology trees, and a lot of novelties that need your attention, all of which are impressively compressed into a game that you can complete in ten hours. Surprisingly, almost nothing is sacrificed to make it something you can eat on the weekend. If you want, you can use it for longer.

Before becoming my last ally, it took me a long time to repaint my city. I keep changing my mind. Sometimes I want uniformity, but then I got the idea of ​​throwing random colors there to see what it looks like. There have been many conflicts. Pink roof, red walls and green floor? I have no opinion. I think I am a bad king, but in a very ordinary way it will not lead to execution-especially because no one has invented the guillotine yet. I once made every building bright blue, but I never let my people starve. Well, it won’t be long.

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Bart Thompson
Bart is esports.com.tn's List Writer . He is from Houston, Texas, and is currently pursuing a bachelor's degree in creative writing, majoring in non-fiction writing. He likes to play The Elder Scrolls Online and learn everything about The Elder Scrolls series.