By Admin 8 months ago
Mini Motorways by Dinosaur Polo Club should look right away familiar to anyone who loved Mini Metro. In reality, I didn’t even know it was impending out until I spool through the Apple Arcade section of the store last week and saw that well-known art style with the word “Mini” attached to the screenshots.
It’s each bit as crisp, clean, and bright as the innovative looked, though not quite as inconspicuous this time about. There are shadows and topographical skin tone now (or is that grass?) and a lattice to help you place your mini motorways and definite buildings that pop out of the ground as an alternative to abstract lines and shapes.
If Mini Metro seems to be like a subway map, Motorways looks a bit more like a board game. largely it’s a very satisfying evolution of the prior game’s visuals that feels new and inimitable while still sustaining the feel of the original. Also, recurring is the wonderful sound design that carries on to completely compliment the separate art style.
The music is modest to the great, with simple chords droning tenderly in the background and random bleeps and bloops chime away agreeably as you plan your city. Some of the sounds aren’t chance at all and are meant to clue you into convinced events.
One of my favorite cues is the very satisfying Waaahhhhhhh! when a new week starts on. Just as the music and sounds are calming doesn’t mean the game will put you to sleep, though. It can get demanding after 20 minutes or so.
Just like in the first game, your goal in Mini Motorways is to connect points on the map with tracks that will permit the unseen commuters to get where they need to go as capably as potential.
If a building gets too clogged up with alerts (signaling a ride is needed), a timer will embark on filling up. If you can’t get sufficient cars to that location and it fills exclusively, it’s game over.
At first, for instance, I tried to make neat and arranged roads that mostly went in a direct grid pattern, but I soon found that randomly drawing crazy roads all over the place worked just as well most of the time.
Contrast this with Mini Metro, which was forever very clear on how every piece of the game worked.
The subway cars would move and behave precisely the same way every time, and each loss felt like it was 100% my fault could spend hours trying different policies in that game and fully understand why each one worked or didn’t work,
fine-tuning them to go just a little bit further next time, while in Motorways I habitually end each game in roughly the same 500 to 800 score range as the last session no issue what random strategies I come up with.
My major issue with the game, as I’ve said, is certainly how much less clear it is with how traffic performs than in Mini Metro, and how to promote like the traffic light is theoretical to help.
I’m not prepared to definitively say Mini Metro is improved, even if–it might just mean that Mini Motorways is a deeper game than I haven’t fully split so far. As it stands now, it’s still unbelievably addicting and pleasing to play and very gorgeous to look at and listen to.
Even with the few problems I had, it’s surely a top-tier Apple Arcade exclusive that shouldn’t be unnoticed by fans of the unique or newcomers to the series.