Colossal Order’s biggest mistake working on Cities: Skylines 2? Banking on not-quite-ready Unity features

Cities: Skylines 2 has had a tumultuous development journey that raises questions about its underlying technology. The city-building sequel has faced significant challenges, including a shift in development teams that has left many wondering what went wrong. It’s not just the usual hiccups; the transition has shaken the confidence of fans who were eager for a polished experience.

In a recent conversation, Mariina Hallikainen, the former CEO of Colossal Order, shed some light on the hurdles the studio encountered while working with Unity, the game’s engine. Unity is known for its versatility, but it can be a double-edged sword, especially when a project latches onto features that aren’t quite ready for prime time. Hallikainen’s comments underscore a broader issue affecting game developers who rely on evolving technologies.

With nearly three years on the clock since the initial release, Cities: Skylines 2 continues to grapple with various issues. One can’t help but wonder if the ambitious plans for the game might have led Colossal Order to overestimate Unity’s capabilities at launch. This miscalculation could serve as a cautionary tale in the industry about the risks of depending on untested technology.

As Colossal Order moves on, fans of the series are left hoping that the next chapter will take a more stable route and deliver the kind of experience that lives up to the legacy of the original game. The struggle with Unity not only illustrates the difficulties of game development but also reflects a wider trend where the tools we use sometimes hold back our creative ambitions.

Source: rockpapershotgun.com