![]() Luckily for me SimAirport prioritises substance over style and so the gameplay is already solid and relatively free from bugs. Little things numerical values still looking like code rather than information on a GUI or the detail on the passengers and staff being a little pixelated, it’s nothing horrible or game changing but it is noticeable. It’s very clear through the Let’s Play series I started -cough- shamelessplug-cough- that there are rough edges to sort out. What is clear is that the creators of SimAirport are keen about keeping the people in the loop, this sort of community engagement is very encouraging and leads me to believe there is nothing but good times ahead for future developments.Īs it currently stands the game is both playable and enjoyable. Truth is that the limit of the game is based completely on its success and the persistence of the team making it. The future is littered with concepts of threats, weather, security issues, challenges and plenty of fan suggested ideas. But doing the bare minimum has never been the ideal of an up and coming company. Like many indie developers with games at Early Access stage they have a completed foundation concept, theoretically they could release the game with a bit of spit and polish by the end of 2017 and it would fit purpose. Shuffle the stag-do excess to somewhere like… Hull… Wait does Hull have an airport? -checks notes- IT DOES? Wow…īeyond what has already been made SimAirport has more ideas than time to create them. Granted you could sit in squalor and serve up the basics to a horde of low paying air fare fanatics but I see the primary goal is to become the best airport out there and then keep it that way. Have nice and happy customers from EasyJet and eventually British Airways will knock on your door. Fail to meet the basic requires of your customers and your reputation drops and this reputation defines your income indirectly with the clientele you provide. Everything between initial arrival, reception, happiness, toilets, luggage, you name it and it’ll likely be included. It’s difficult to explain this game without an instructional video on egg sucking because it literally expects you to run an airport. Not to say it’s a clone, that would be unfair, but ignoring the parallels would be a criminal offence in the game reviewer’s world. Spiritually the game resonates with the style of Prison Architect, simply shaped humans who are floating between one point to another while you, the omnipresent mouse pointer of God, creates things around them. In this case the new company LVGameDev LLC have attempted to form a scenario where the logistics of running an airport, even a small one, is more complex than you’d expect. Another add-on to The Sims? One of those ol’ Microprose pseudo games? Someone trying something new? Oh wait… Hold on… It’s the last one! SimAirport is a call back to the ol’ Theme, Tycoon, Sim franchises where you are a micromanaging madman in control of more than you reliably can handle. Whenever I seem the word “Sim” I begin to shudder, but I’m never sure if that’s from excitement or fear. The Defective Inspector gets seconded to airport security and writes up his report on SimAirport.
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