WARNING: People who aren't Dimrill, romanista and possibly Mr Chris will find this tedious in the extreme. And maybe some others.
This was £5.98 in the GAME sale at the moment. I've seen it around (and on the xbox360achievements website for AGES) but I never got around to grabbing it until now. It's only fair to say that comparisons will be needed - with both the Maxis port of A-Train III, and Transport Tycoon/OpenTTD.
Unlike a number of other computer strategy games which have had a console port recently, this doesn't cut, dumb down or simplify anything. I am thinking specifically of Civilization Revolution here, which takes the glory of Civ and reduces it to an (enjoyable in short bursts, mind you) turn-based wargame with serious balancing issues and ridiculously aggressive AI (if you ever wanted Gandhi to delcare war on you, this is where to go). If you're coming straight from A-Train, you'll have a pretty darn good idea of what to do here.
This isn't SimCity, where you build (or at least, provide zoning permission for) an entire city. Nor is it Transport Tycoon, where you just provide transportation between the cities. You are an independent company (albeit with the local government's favour) and can build not just the transportation, but also the local shops, offices, recreation areas and homes.
You have two types of trains at your disposal - passenger trains carry passengers, goods trains carry building materials from a factory or port to where you specify so you can then use them to build your subsidiary businesses. This is the first frustration, as there is no way of stopping the locals from taking the materials to build their own apartment blocks or offices. Got a grand plan for a huge skyscraper or commercial district? Put it on hold, as you will watch huge trainloads of supplies vanish almost as soon as they're delivered, until the AI builders have sated their needs.
Thankfully, you have a monopoly on transport so you don't have to worry about AI railways screwing up your long-term plans. You can build simple or complex railways - huge stations or tiny one track halts. You can also build elevated railways (and stations) and even underground trains. There is a large selection of different types of trains to run based on what you're intending the line for - slow, high capacity commuter trains, lightning fast express trains or comfortable limited-stop expresses? Your primary concern is their top speed, as a slow train will hold up faster ones behind it... but scheduling will overcome that.
The scheduling in A-Train has always been miles ahead of that in other transport games. In the old A-Train, you could make the most money by scheduling your trains to leave the residential area at 0800, and to leave the business district at 1800. There are so many options to choose from - including the earliest any given train will depart from a certain station (so you can run slow freight trains at night to avoid jamming up passenger services); how long a train will wait at a station; and what route a train will take at each set of points to the extent of what route it will take at those points at A GIVEN TIME OF DAY (know that a fast express will be coming up from behind late afternoon? Order your slow commuter train to get out of its way!).
Unfortunately, the whole 'time of day' thing is somewhat hamstrung by one of the A-Train series' idiosyncrasies. While it has a full 24 hour clock cycle, it flies by so quickly that even with a short route your morning commuters arrive downtown just in time to watch the train doors open and close as it forms the evening train back home. The scheduling remains more a tool for keeping things running smoothly than any realistic peak passenger handling.
Or so I think. I have to base this on the older games, as the manual barely explains any of the game's concepts. As a veteran, I've figured it all out, but a new player would be utterly baffled and likely to just give up. Which would be a shame, as this game will absorb you for HOURS. All you have to do is run trains, get people around, build buildings, make money.
The Good: -glorious 3D engine... nothing to match the ridiculous detail of GTA or Gears of War, but perfect for the purpose -excellent time acceleration controls. turn your game into one of those time-lapse videos where an entire day's worth of trains out of King's Cross come and go in 30 seconds... or slow it down to real speed. -a proper, deep strategy game on console. Nothing's been removed from the original A-Train... indeed, HX has added a lot more. -a plethora of construction options - tube trains, huge complex stations, and the scheduling power to ensure to all works perfectly.
The Bad: -train AI. You plan a train's entire journey, and it dumbly follows... including trying to enter a platform that's already occupied. While this doesn't result in an explosive crash, it does mean things can get jammed up very quickly. -unbalanced pricing for buildings. I really need a new elevated station, but don't want to spend the $450million for it. -very much a game for those with HDTVs. You can make the text bigger, but it can still be hard to make out in SD. -the promise of more trains to download hasn't been fulfilled. And likely never will. -only a handful of maps to play on, and all come with a pre-built (and crappy) rail network that you'll have to live with at first.
The Ugly: -the manual. Granted, Maxis wrote one of the best manuals in history for A-Train, but HX gets a thin booklet that barely explains HOW to do things, and not WHERE or WHY. -track laying controls. In spite of a friendly-seeming system that shows where tracks will go, it never seems to want to do what you want (until you figure out how it works); connecting different lines up to each other is a pain. You need to keep clicking A to cycle through different arrangements of switches before finding one that suits your needs, and then connect THAT up.
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