![]() The thinking here is that if you don’t account properly for the changing economy, you could be struck with disaster. The game tries to combat this predictability by introducing systems to gauge the economy and raise rent altogether or on specific tenants. I did not come across any situations where, once I got my buildings up and running sustainably, there was ever a danger of losing it. It is easy to tell if an initial design for the building will pay off and be sustainable or be a mess that you will inevitably run into the ground. Games are always tougher in the opening minutes of a building. That’s especially true if you are new to this type of game. One medal, out of three, can take between 45 minutes and two hours to get. One thing that dissatisfies me in terms of the scenarios is that the scenario goals take way too long to complete. While Project High-rise plays great on console, it’s not perfect. At the same time, mistakes can easily be undone with the delete tool. Placing services and other things inside the building is satisfying both mentally and physically. I love the sound design around this feature, and the feedback is great. Getting lost in Project Highrise‘s menus is nearly impossible for this reason.īuilding your tower brick-by-brick is satisfying. These clever systems make sure that the player is never confused about menus and options. Clever use of triggers and overlaying menus keeps the screen from getting too convoluted and complicated. Like any other sim game worth its salt, Project Highrise has many menus to navigate. I will say though, that I was very satisfied with the way the game handles on a gamepad. Perhaps the category with the least to talk about. These quick tutorials are a blessing, and I very much appreciate their brevity. I made it through all five in about 10 minutes and felt confident moving into the game’s first scenarios. Speaking of the tutorials, Project Highrise has five of them. That’s because they help players learn the game and all of the features in a more open environment than the tutorial. The scenarios are a great place to start too. The scenarios provide a bit more structure and guidance however. There they can build their dream tower with no restrictions. There are two main modes including sandbox, which (exactly as it sounds) lets players loose in a playground. The wide array of available tenants here though, skirts this issue nicely. I can easily see being frustrated if I were limited to one type of restaurant and apartment. I am a very big fan of the sheer expansiveness of the options players are afforded. For instance, office options range from small, one-person spaces to headquarters for the corporations controlling the economy. Every one of these categories is expansive. You have the ability to build apartments, retail spaces, offices, restaurants and hotel spaces. Instead of building theme parks or ant colonies though, the player is responsible for creating a building to fulfill the needs of the scenario and the player’s own creative vision. The Premise:Īt its core, Project Highrise is a tower simulator, similar to Sim Tower and others of its ilk. Intuitive controls on console, quick hitting tutorials and challenging scenarios make for a fully-fledged tower simulator that I can only imagine fans will adore. Does this simulator stand up for fans of the genre? Project Highrise towers above its competition. Now, just under two years later, the game makes the jump to consoles under the guise of the Architect Edition. ![]() Project Highrise originally released on PC in 2016.
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