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Production Line

Big Pharma's ugly little sibling

I am a huge fan of the predecessor: Big Pharma. And I find the topic of producing cars much more interesting! Unfortunately, the gameplay mechanics is worse, here. - The good gameplay of puzzling together production steps is still present and fun. Here, you do no more have to find out 'which' machines to combine and order them optimally, and put them into your factory respecting the given space - but you only have to respect the space. The rest is fixed by the game. It takes two thirds of the fun from building the production line. - While in Big Pharma, the game started easy and became more complex over time, it starts already very complex, here. Thus it is hard to find into the game. - The tech tree feels like a huge feature creep. I do not see a reason to have different tech trees for new car designs and car upgrades. And they need different research stations to be built. It simply makes no sense. - There are huge fluctuations in demand of the cars per class. You need to decide which car to build long before production is finished. But you get too few indicators or help in this choice. Finally it is probable that you end up with lots of unsold cars of one class, while demand is huge for another class. This is simply not satisfying. I guess this is implemented for better 'realism', but it results in a worse game experince. - Technically the visualization is great. Playing on a 4K screen is possible without frame drops, although like 50 different car skeletons are processed at the same time. - Car pricing feels like a gamble. Do not listen to the advisors, but raise the price for each new feature in the car, and reduce it only if cars stay unsold. Conclusion: The programmers did a great job at implementing a badly designed game, which would have needed few more iterations to find a good feature balance.

33 gamers found this review helpful