Basing roughly half of the game on real-world locations helps to ground the more outlandish conditions. On the other hand, I don’t think I could enjoy a game that was just about UFO crash sites and dinosaur parks. It needs silly ideas to balance out the chore of unlocking the Eiffel Tower. Tinytopia wouldn’t work as well as it does if it was just a clear interpretation of a municipal planning tool. To say that there’s more value to be found in one style of level or the other would be ridiculous, as they go hand-in-hand. From building casinos in the desert to balancing a town on a seesaw, the variety of challenges is important to the longevity of play. Too much of one style would quickly become as repetitive as the gameplay, and there wouldn’t be any interesting creative situations to look forward to. The balance between the more straightforward and the nonsensical levels is an important part of what makes this title work. The premise for each level is different each time, bouncing between real-world places and absurd fantastical scenarios, which helps to keep the schtick interesting much longer than it should. The twist in Tinytopia is that buildings can be upgraded through specific arrangements and everything is shrunk down to exist on a coffee table. This conceit isn’t going to be foreign to anyone that has ever played a SimCity or RollerCoaster Tycoon you’re just a simple character, looking to create the greatest cities of all time. ![]() Players are put into the role of an unseen “Mayor,” who has complete control over what buildings get placed and where they end up. 3) GRAPHICS/AUDIO – JUST TOO CUTE STORY – CHAOTIC AND QUIRKY
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