
Transport Fever
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PublisherGood Shepherd Entertainment
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DeveloperUrban Post Production
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Release date8 Nov 2016
Transport Fever is an investor recreation with a railroad center. The players begin fabricating their business in 1850. As a transport tycoon, they fabricate train stations, air terminals, ports and gain cash by interfacing zones that need transport administrations, building complex systems of street, rail, water and air in an unending gaming experience spreading over 150 years. Address the issues of your clients and perceive how urban areas grow powerfully. Supply ventures with merchandise, create total cargo chains and empower financial development. Assemble a transportation realm! Ace difficulties and be engaged in the battles. Two battles with an assortment of missions of expanding trouble are accessible. The missions of the America and Europe crusades tell the verifiable foundation of the nineteenth and twentieth hundreds of years and offer an assortment of practical transport difficulties However, complex railroad and street constructionExtensible railroad and transport stations, air terminals and portsEuropean and America battles with an enormous number of recorded missionsRandom produced, modifiable landscape with sensible measurements Years of transport historyRealistic vehicle reproduction, shading and agingPhysics-based illustrations, lighting and simulationOver 25 requesting successSteam workshop and broad modding support
AGM score | 71% |
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IGN | 0 |
GameSpot | 0 |
Metacritic | 71 |
About Transport Fever
Transport Fever is released by Good Shepherd Entertainment in 8 Nov 2016. The game is designed by Urban Post Production. Transport Fever is a typical representative of the Simulator genre. Playing Transport Fever is a pleasure. It does not matter whether it is the first or a millionth hour in Simulator, there will always be room for something new and interesting. Thrilling levels and gameplay Transport Fever will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 8 Nov 2016 released games such as:
- 🎮 Ashes of the Singularity: Escalation
- 🎮 Diaries of a Spaceport Janitor
- 🎮 Total Extreme Wrestling 2016
- 🎮 Take Command: 2nd Manassas
In addition to Transport Fever, the representatives of Simulator games also belong:
- 🎮 Euro Truck Simulator 2
- 🎮 Karaoke Revolution Volume 2
- 🎮 Eiyuu Senki - The World Conquest
- 🎮 Apache: Air Assault
A complete list of games like Transport Fever can be found at AllGame here.
Transport Fever is versatile and does not stand still, but it is never too late to start playing. The game, like many Simulator games has a full immersion in gaming. AllGame staff continues to play it.
Transport Fever is perfect for playing alone or with friends.
At AllGame you can find reviews on Transport Fever, gameplay videos, screenshots of the game and other Simulator representatives.
Transport Fever - Analysis
But let's go by parts. As we already told you in our preview, for which we had the pleasure of speaking with Tom Schretti of Urban Games, we are looking at a game that is focused on the assiduous audience of management games, but which also seeks to show an accessible aspect and a development that invites new users to join the world of games with this theme.
Transport Fever is a logical evolution of Train Fever and the developers themselves, who clearly did not want to innovate only in the field of rail vehicles, but have decided to extend their game system to other types of transport, opening up even more to the public. and a much more complex system of freight and passenger networks. And it is that in the different maps we are not going to dedicate ourselves exclusively to a specific type of vehicle. Do you feel ready to manage everything at once? You better, because we are going to talk about the gameplay first:
This notice may sound negative - when in fact it is not, it is just a simple clarification - but we will not tire of saying it: the intended audience is the one that enjoys games with the screen full of windows, text , numbers and who are seduced by the idea of spending hours sitting down checking that everything works properly. Or, at least, to those who want to reach that point of technical involvement through precise learning that, all told, is quite comfortable thanks to the casual air , the relaxed narration - in English - with instructions and the ambient music of the game. It is not difficult at all to concentrate.
The urban centers, industrial areas and coasts that Transport Fever presents to us are environments that we must connect satisfactorily, and for this we will use different resources, depending on what is proposed to us. Each mission can be carried out at the pace the player sees fit . This has a direct effect on the duration of the title, which given the various possibilities offered by each level, is extensive and variable.
Of course we will have specific and necessary objectives to consider the level to be over, which are gaining difficulty until requiring us to be aware of so many elements that our screen will become a hubbub of windows that we will be forced to drag from one side to the other to have vision of the stage and the operation of the elements.
Thus, we will have large areas in which we will be in charge of making the necessary connections, each of a kind. Keep in mind that not all the time we will be able to do it all, since without going any further, the game is set throughout no less than 150 years of history, beginning in 1850 . A moment in history when we could hardly mount an airport, for example.
There are different tools to assemble our transport networks, ranging from areas of the screen that clarify the objectives to be met to others in which we create connection lines, time control (which can go up to 4x speed), the construction of train tracks, another for the creation buildings themselves (shipyards, train construction centers, bus factories, aircraft workshops ...) and finally, the stations themselves.
Of course, there are several types of each, which we will use as the situation requires (or we are asked to), as well as the tracks, which we will build taking care of the terrain. These can circumvent the water through bridges, but there are turns that are impossible for infrastructures, which will force us to take different routes.
The menus are the base of everything, since the scenes have more informative character than any other function. Thus, the various layers activate for our vision through colors which sites allow connections and which do not in the different sections (they distribute cities by area, for example). When the moment of truth arrives, the process becomes "simple": we can create streets and urban buildings, stations, we create the warehouse (or factory) of the vehicle (there are 120 available ) that we want, we put roads or tracks and generate the vehicles themselves , which we can improve over the course of the game, as well as the stations and airports themselves.
It seeks to achieve the greatest comfort for travelers and the fastest for goods, and when on a map we must meet a series of objectives (which increase exponentially in quantity and difficulty), the challenge is greater, as we have to control the different lines at the same time, find the areas with the most passenger flow ( each one with its preferences , whether in time or in monetary spending) and in general, create our own "empire" of communications by land, sea and air. We have two campaigns: the European and the American, each with seven missions of increasing difficulty. To all this we must add the free game mode and that the game is fully compatible with the mods from the Steam Workshop community, which ensures an even longer life for the title.
We can only talk about one section : the technician . And it is that all these data and tables would be much more boring and dense if behind them a well reflected , beautiful and leafy scenario were not waiting for us. Luckily, this is the case, and although they are not excessively large spaces, we are faced with a surprising level of detail . It is enough to go to each of the buildings (which, by the way, inform us about their year of construction, among other information if we click on them) and go to ground level - everything that Transport Fever leaves us - to realize the taste with which it has been designed.
Details everywhere, very well-proportioned buildings (if possible), streets that reflect life, countryside areas with lots of vegetation, well-created water ... we are looking at a job worthy of admiration from a technical point of view, which does not However, it suffers from the clone of its elements . It is not surprising, and we could not expect each city or area to be unique, but we cannot help noticing the similarities between the objects on each level, at least when we meet at the same time. And is that the reflection of the means of transport goes from less than that of the environment.
As for the sound section, we can only say that the melodies are pleasant and accompanying, without further fanfare. They do their job, just like the narrations in English (or German) and they do it appropriately. Not all games need great sound effects, and this is the case.
This game has been analyzed in its PC version with the ASUS ROG G751J laptop .
Other reviews
We gathered the finest game reviews for you to have a better idea of the Transport Fever
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Benjamin DannebergTransport Fever put to the test - the new Transport Tycoon?
With Transport Fever, the indie studio Urban Games is attacking the genre milestone Transport Tycoon, but fails because of avoidable little things.
Well-known game principle
Our job is to build stations and tracks , buy trains and move people. For this we use the currently available means of transport. While we started with a simple horse-drawn carriage in local public transport in 1850, many years later a Volvo bus hums along urban asphalt roads.
In order for cities to grow, we not only have to ensure passenger transport: we also need goods, tools and food for the trading areas as well as building materials, machines and fuel for industry. The former improves shopping opportunities, the latter creates new jobs.
We have these commodities manufactured in factories that in turn need raw materials. We combine 18 different goods in multi-part transport chains. Example: Iron and coal are processed into steel, the resulting waste product slag is further processed into building material. The steel is turned into machines (for industry) and tools (for trade) in another factory.
Often, end products can be made from two different raw materials, for example plastic can be made either from grain or from oil. If we still deliver both, production increases accordingly. By the way, we are not allowed to build companies ourselves, they are automatically placed when the cards are randomly generated.
Transport by FlieWaTüüt
Goods are transported by road (truck terminals), rail (freight yards) and, more recently, also by water. The ports and the associated ships (both for freight and passengers) are an asset and not only ensure large transport capacities, but also a significant increase in the model building wonderland atmosphere . The same goes for the new airports. Taking off and landing Boeings are a real eye-catcher, even if the Jumbos unfortunately only transport passengers.
The game hasn't changed in principle, but while the options in Train Fever were quickly exhausted, in Transport Fever it is only just beginning. Satisfying a single city one hundred percent and balancing all its needs can take dozens of hours . Especially when we manually plan each freight line (for example, by assigning fixed freight to the vehicles instead of having them loaded automatically). Then a whole universe of tinkering and strategy opens up, in which we can test our planning skills to excess.
Two is better than zero ...
... thought Urban Games built two campaigns into Transport Fever as a big innovation compared to its predecessor. In the European campaign, for example, we're digging the Gotthard tunnel in Switzerland, while we're helping Nikola Tesla with the introduction of electricity or smuggling alcohol on the American continent. The exceptionally successful framework activities skilfully loosen up what is actually always the same transport principle.
There are always cool side tasks between the main missions: While we help dig out the Panama Canal, for example, we can drain swamps so that swarms of mosquitoes don't torment our workers - which otherwise results in higher costs. Or we should protect the population of rare gold frogs for an animal rights activist by avoiding or afforesting certain areas.
Another new element are the decisions that we are allowed to make as part of the campaigns. Do we take the scalps of the Indians who stand in the way of the railroad according to the established American tradition and break their resistance? Or do we bribe them - according to another American tradition - with firewater ? Both have consequences that we must consider.
In addition, the campaign also helps to consolidate the basics of the game learned in the tutorial, because the tasks within each of the seven missions (the game time per campaign is seven to ten hours) only slowly become more complex. The solo missions are a real asset to the game and will make Transport Fever accessible to those planners who can't do that much with a free sandbox. However, in addition to the many good innovations, there are also a few flaws in the game that also plagued the predecessor.
Operating annoyance
Why the hell can't we right-click the demolition tool? Why does the construction menu close when we have set up a truck terminal? Maybe you want to build a second one? And why do the menu windows keep pushing themselves out of the picture so that we have to laboriously adjust them?
The fiddly and confusing menus still take getting used to. It takes a while to find the freight allocation for vehicles (only available when purchasing!), And the replacement of vehicles only works automatically if we set it up for the entire line. We then have to do the associated click terror for all lines individually - once we have over thirty freight lines, activating a new truck is no longer a pure reason to be happy.
If we upgrade a train station or port, the cargo or passengers stored there will disappear . While the actual upgrade is very easy via a context menu, we are also constantly presented with the message "Collision during terrain adjustment" when the platforms are extended. We read this personal hate report next to "The slope is too big" in every second building project, which makes a new building or some kind of replacement necessary. In addition, if a structure is demolished, the change in the terrain remains.
That may be realistic, but not nice. At least we are allowed to fill the holes in the dirt with a Terraform tool for a fee. In addition, we can now spruce up the area with trees, stones, lamp posts and noise barriers. With the latter, however, the operation is currently very bad because the wall parts do not click into place.
The important construction of tracks and roads goes well by hand. But if we try to build bridges over water or abysses, we are often presented with the error messages already mentioned. Managing train lines with signals works really well when we set up our rail system perfectly. But as soon as we let two trains run automatically on two separate tracks and allow track changes via switches, the trouble starts: For some reason, trains in stations always want to use the first track - regardless of whether there is a second or a third. The general vehicle behavior is also in need of improvement. Carts like to block each other, especially at intersections, because there are no traffic lights.
Better performance
Graphically, not much has changed compared to its predecessor. We observe more details in the houses; the 165 vehicles are really well done. Many of them are already known from Train Fever, but ships and planes are new and look very good as usual.
The game is extremely stable and only crashed twice in around 50 hours of testing. The performance, especially on large maps, has been improved, but is not yet perfect: Transport Fever does not run smoothly at the fastest game speed, especially when there are many vehicles on the move, even on powerful computers. But it's still playable, and that's an important improvement. Nevertheless, we recommend players with weak computers to be content with small or medium-sized cards.
As a transport simulation, Transport Fever has developed much further in breadth (vehicles) and in depth (supply chains, needs and partially improved management) compared to its predecessor. With that, the game has taken a significant step forward. If the guys from Urban Games stay on the ball, improve the operation, continue to tweak the scope of the transport chains and maybe even introduce competing companies, then the game is well on the way to becoming the successor to the good old transport tycoon that fans already believe long wish.
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medicTransport Fever review - belated train to business
The review was based on the PC version.
Transport Fever is the next part of a series of economic strategies developed by a small Swiss studio Urban Games . In the game, we take over the management of a transport company that deals with the transport of goods and passengers. The game takes place on maps of various sizes, usually containing from a few to a dozen cities, and numerous mines, farms and processing plants. We use trucks, buses, ships, planes and - the most important in the game - trains to create profitable connections and ensure smooth communication. In Transport Fever, there are 20 types of cargo, transported according to the production tree principle - we deliver the raw materials to the appropriate factories, and these start the production of goods, which we then have to pick up and deliver to stores in cities. If this is not done, the factory loading yard becomes full and production stops, rendering the line transporting the raw material completely useless. We provide passenger transport both between cities and within the same town - from residential districts to commercial, industrial or railway stations, etc.
In clouds of steam
In Transport Fever, we have a short tutorial, sandbox mode and a large campaign at our disposal. Its presence is certainly a great advantage of the game, because in times of widespread domination of sandboxes, a good set of missions is a rare rarity. There is no form of multiplayer game for that.
The campaign takes us on a journey back in time to important events in the history of transport in the USA and Europe. So we can take on such challenges as, for example, excavating the St. Gotthard under the Swiss Alps, or organizing the construction of the Panama Canal. In total, 14 extensive missions are waiting to be played, which gives a total of over 40 hours of gameplay. However, I have the impression that the campaign tasks are a bit too detailed. Most of them consist in transporting a certain amount of goods from one place to another, and there are few typically economic challenges encouraging the proper development of the company.
In the free play mode, we decide ourselves about the parameters of the map and the time period in which we will act. The game covers the period from the mid-nineteenth century to modern times, and with the passage of time, the architecture of the cities and the pool of available vehicles change. Thanks to this, new possibilities of modernizing the rolling stock appear constantly. Unfortunately, Transport Fever was not equipped with the option of competing with artificial intelligence. This is a big lack that has already been pointed out to Train Fever - the previous Urban Games game - and still has not been corrected.
Let's go!
Vehicle traffic management and coordination of multi-stage transports is our main task, and at the same time the greatest asset of the title. When planning transport routes, we have to take care of their appropriate capacity and frequency of vehicles, and synchronization in one system of differently functioning water, land and air routes requires constant combining. In addition, in Transport Fever , as in Transport Tycoon , trains - the backbone of our shipping network - cannot penetrate each other, and if we want to change the composition or replace the locomotive, we have to direct the vehicle to the depot. It all requires careful traction planning and line marking so that the vehicles do not meet on the route. A simple yet effective signaling system helps us in this, thanks to which, with a little imagination, we can optimize virtually any complex tangle of tracks. Solving such a logical puzzle and then watching the smooth operation of the created infrastructure is really a great pleasure .
Before we put up the signaling and mark the lines, however, railroads must be laid. This is achieved by the - unfortunately underdeveloped - tool for building traction and roads. First - and the strangest thing - construction is done by dragging the end of the track with the left mouse button pressed all the time. This solution is inconvenient and not very intuitive. In addition, the game, when marking a longer section of tracks or roads, plans excavations with great panache whenever it encounters even the mildest unevenness of the ground. Traction designed in this way is many times more expensive and, in order to avoid additional costs, we have to arrange it piece by piece manually.
Wajchy and buttons
In such complex games as economic strategies, a clear and functional interface is absolutely crucial. While the previous installment of the series has completely failed in this aspect, there is some improvement in Transport Fever . Individual menus are clearer and frequently used functions are easier to access. Unfortunately, "better" doesn't mean it's okay now. We will still have to deal with one of the most classic interface shortcomings - every action we take causes a whole cascade of pop-up windows that must be closed manually by clicking on the small "x" in the corner. This causes a pile of frames that obscure the screen and - especially at the beginning of the game - leads to a real shoemaker's passion. The interface could also use a greater degree of integration - there are no collective windows, the so-called "Managers" that would allow for comprehensive company management from one place. So if, for example, we want to send a train to the tracks, we will not do it from the line panel, but we have to manually find the depot and only take the appropriate action from its menu. The same goes for most in-game activities. In addition, some panels are overloaded with unnecessary information while missing essential information. We will not even find out how many wagons we can connect to a given locomotive so as not to drastically decrease the acceleration value.
Meanwhile, at the managerial level, the operation of many important mechanisms remains a great unknown. All because of the lack of appropriate information in the game and the proper introduction in the tutorial. We can only guess how our earnings for the transport of goods are calculated. This is a big problem, because when planning new routes, we act in the dark. There are a lot of graphs in the line window, but there is no information on basic things, such as the length of the route. Therefore, it is difficult to determine the cause of problems with the profitability of some connections. In addition, we do not have the ability to precisely control the loading, so control over which goods and in what quantity will reach the recipient must sometimes be carried out by multiplying lines and vehicles along the way.
Views
The catalog of vehicles in Transport Fever is very rich, for which the creators deserve great praise. We have about 160 vehicles from different times at our disposal. The machine models look great - they are detailed, well animated and covered with high-quality textures. So sometimes it's worth taking a break from macro management and zooming in on the view to look at such flavors as, for example, the retracting landing gear in airplanes, which incidentally go around realistically when the runway is occupied by another machine. I also recommend that you turn on the camera from the outside of the vehicle at least once and watch the map from the plane flight. The impressions are really interesting.
Videos
If screenshots are not enough, you can enjoy creative videos from Good Shepherd Entertainment
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