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Our expansive 110,000 square feet of outdoor and indoor event spaces set a new standard in romantic elegance. Your Wedding will be an event to remember as you celebrate with friends & family while overlooking our 1,100 ft. Coral Sand Beach with stunning views of the Atlantic Ocean.
Unveiling a reimagined, luxury, Oceanside experience. Renovations include Florida Keys inspired upgrades to all guest rooms and will feature an unrivaled collection of premier suites.
Two new dining concepts will grace the 24 acre Islamorada property. Elements Lounge & Restaurant, destination dining at its finest & Tides Beachside Bar & Grill. Tides will feature a Keys style casual menu situated poolside with a front row seat to the Atlantic Ocean.
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Used to stay here often as a kid and enjoyed it. Stayed here for my honeymoon and really enjoyed it. Right on the water. You can snorkel or fish on the Islander pier. Huge rooms with screened patios.
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Islanders | |
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Developer(s) | Grizzly Games |
Engine | Unity 3D[1] |
Platform(s) | |
Release | April 4, 2019[2] |
Genre(s) | Casual game, city builder |
Mode(s) | Single-player |
Islanders (stylized in all uppercase) is a casualcity-building game developed and published by German independent game studio Grizzly Games. It was initially released on Steam for Microsoft Windows on April 4, 2019, and support for macOS and Linux was added in June that year.
In Islanders, players earn points by strategically placing buildings from their inventory onto a procedurally generated island. Earning points restocks the building inventory, eventually unlocking new types of buildings and the ability to move to a new island and continue the session. The session ends when no more points can be gained because no buildings are available or there is no space to place them. The overall goal of the game is to obtain the highest score possible in a single session.
Islanders was developed over seven months while the members of Grizzly Games were completing degrees in video game design at HTW Berlin. The developers were inspired by a mutual love of city-building games, and chose to embrace simplicity in designing Islanders because of the limitations of working with a small team. Employing procedural generation of new islands enabled them to keep the game's mechanics simple while still providing the player enough variety to make the game engaging for repeat sessions.
Critical reception to Islanders was generally positive. Most reviews highlighted the game's minimalist, low poly visuals and simple yet engaging gameplay mechanics, although these attributes also attracted a degree of criticism from some reviewers. In April 2019, Islanders was one of the top twenty best-selling games on Steam. Several video game journalists placed it on lists of favorites for 2019.
Gameplay[edit]
At the start of each session, players are presented with a small procedurally-generated island. There are several styles of islands, some of which have terrain that restricts the placement of certain buildings.[3][4] The player is given a choice between two building packs to start with.[5] Each pack provides a limited number of buildings according to a theme, such as forestry, farming, or fishing.[3][6] When selected from the inventory, a building displays a translucent sphere around it, which indicates the distance at which it will earn points from existing buildings and natural features, such as trees.[3][7][8] The size of this scoring sphere varies between building types.[4] Points are shown in preview before the building is placed, with gains shown in gold and losses in red.[9] Buildings gain points from being placed near relevant structures, but lose points for incompatible ones.[7] A circus, for example, gains points for being placed near houses, but loses points for being near mansions.[8] Once placed, buildings cannot be removed or built over, so careful placement and forward planning are important to maximize the score.[7][10]
As buildings are placed, they are removed from the inventory. When the player reaches a given threshold of points, they may choose from one of two new themes for their next building pack, which will include more copies of already-unlocked buildings as well as buildings from the newly-selected theme.[7][9] This process gradually unlocks more advanced building types such as gold mines and resorts, which may have more difficult placement criteria but higher scoring potential.[3][11] Scoring points fills up the island gauge at the bottom of the screen; when filled, the player can click on it to move to the next island.[3] The number of points required to restock the inventory and move to new islands increases with each unlock.[12] Players are free to remain on their current island and continue to build and increase their score until they decide to move on.[13][14] The session ends if the player runs out of buildings to place, or space to place buildings, before unlocking the next island.[7][6] The player's score is cumulative across all islands in a session, and the overall objective is to reach a high score for the entire session.[15]
The game intentionally omits many features common to city-builders, such as resource accumulation, traffic management, and technology research.[4][8][11] There are no sidequests or optional objectives, although there is a short list of achievements to earn.[7][16] The sole multiplayer element is the global high score board that ranks every player's highest-scoring game.[15][16][17]
Several post-release updates expanded the game with new content. Early updates added new island types and new buildings, such as seaweed farms and monuments, as well as new gameplay features, such as a photo mode that removes the user interface elements to allow for uncluttered screenshots.[18][19] A sandbox mode added in June 2019 removes the scoring mechanic and provides the players with an unlimited selection of buildings.[20] The same update added an undo button to the regular mode to allow players to remove the last building placed.[20]
Development[edit]
Grizzly Games is composed of Paul Schnepf, Friedemann Allmenröder, and Jonas Tyroller, who met during the Bachelor of Arts in Game Design program at HTW Berlin. Schnepf and Allmenröder first worked together on a second-year project, a short experimental game called ROM.[18] Later in their second year, they worked with another student, Shahriar Shahrabi, to develop minimalist wingsuit flight simulator Superflight, founding Grizzly Games as a means to release it.[18] Shahrabi left after the release of Superflight. During their third year, Tyroller joined Grizzly Games and development began on Islanders.[1]
The development of Islanders began with a three-week process of researching, prototyping, and refinement of several concepts. Inspired by a mutual childhood love of city-building games like Anno, The Settlers, and SimCity, the team decided to move forward with the concept that became Islanders. The game had a short development cycle of seven months: four months of major development time, and another three months of refinement and preparation before release.[1][18]
In an interview with Game World Observer, Allmenröder described the game as an evolution of ideas explored in the earlier Superflight, particularly the embrace of minimalism and procedural generation. Because there were only three team members, each had to fill multiple roles in the development process. Rather than struggling against the limits of working with a small team, they adopted simplicity as a design philosophy and decided to create a game that was simple enough to be played in short sessions, but engaging enough to be returned to repeatedly.[18]
The game's use of procedural generation had its roots in the development of Superflight. In order to test game mechanics, the developers created a script that quickly assembled new levels from pre-generated blocks. They found that having new levels each time they played kept their experience entertaining without extending development time, so they decided to use the process for Islanders.[18] When developing the mechanics of the game, Allmenröder explained that his team constantly discussed simplifying the systems they were implementing: 'Every time we made a decision, we asked ourselves: Can we make it simpler? Can the game still be fun if we cut this feature?'[18] The gameplay went through various iterations, including one with a day-night cycle, before the team settled on a simple proximity-based scoring system.[1][18]
The game was initially released on Steam for Microsoft Windows on April 4, 2019.[13][18] Support for macOS and Linux was added in the June 2019 update.[15]
Reception[edit]
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Critical reception to Islanders was largely positive, and it received an aggregate score of 82/100 on Metacritic, which uses a weighted average system.[21] Reviewers praised the game's intentionally simple mechanics, as well as its minimalist, low-poly visual aesthetic and relaxing soundtrack.[11][12][13] The game was commercially successful; in April 2019, it was one of the top twenty highest-selling games on Steam.[24] In July 2019, the staff at Rock, Paper, Shotgun placed it on their list of the year's best games so far.[25] Luke Plunkett of Kotaku placed the game on his list of the top 10 games of 2019.[26] Paul Tamayo, also of Kotaku, named it one of the most relaxing games of 2019.[27]
Many critics highlighted the game's simplicity as a positive, calling the game relaxing or meditative.[3][8][10][12] In his full review, Luke Plunkett called Islanders 'pure city-building. No fuss, no distractions.'[13] Michael Moore at The Verge found that the process of slowly transforming pristine natural islands into densely packed settlements reflected 'humanity's exploitative relationship with nature.'[14] Both the reviewer from video game magazine Edge and Alec Meer of Rock, Paper, Shotgun found that the process of strategically placing buildings reminded them of carefully directing falling blocks in the puzzle game Tetris.[7][11]
Variable session length was a particular strength for many reviewers.[4] Many enjoyed the ability to play in short sessions.[22][23] Both the Edge reviewer and Cass Marshall of Polygon described using the game as a 'palate cleanser' to wind down between sessions of more complicated games.[7][12] Others felt the game was suitable for long sessions in and of itself.[4][6][13]
Visual style was a draw that affected the way some reviewers played the game. French gaming site Millenium [fr] appreciated the way the color palettes and shapes suited the gameplay.[16] Samuel Guglielmo of TechRaptor found that the art style prompted him to place buildings 'in locations that looked pretty' even if it meant scoring fewer points.[23] The reviewer from Edge described going through a similar 'battle between efficiency and beauty,' but found that the 'crisp geometric style' of the graphics meant that the islands still looked attractive even when they focused on scoring over aesthetics.[7] Benja Hiller of German indie magazine Welcome to Last Week enjoyed the lack of human characters: 'there are no annoying people. Nobody who wags his finger maliciously in front of you and says: Now take care of the road damage.'[9]
The game's studied minimalism attracted criticism from some reviewers. Both Nicoló Paschetto of Italian gaming site The Games Machine and Alice Liguori of Rock, Paper, Shotgun were disappointed that the game did not have animated inhabitants to give the islands a sense of life.[4][28] Some critics cited the single-song soundtrack as a negative.[16][23] Other reviewers had concerns with game mechanics. The reviewer from Millenium wished there were more objectives aside from simply earning points.[16] The reviewer from Edge magazine noted that the game can be 'a little persnickety about placement' of buildings, and Alessandro Barbosa of Critical Hit found the lack of an undo button at launch frustrating.[6][7] Several reviewers found it frustrating to start again on the earlier, simpler islands after a game over.[6] Ryan Young of The Indie Games Website found the prospect of restarting stressful enough that he quit playing entirely instead.[5] To ameliorate that frustration, Rahul Shirke of IND13 wished for an option to choose the size or type of island when starting a new game, and Alec Meer suggested that players should be able to reset existing islands.[11][17]
See also[edit]
References[edit]
- ^ abcdSchnepf, Paul. 'ISLANDERS'. paulschnepf.com. Retrieved 2019-08-24.
- ^Plunkett, Luke. 'Islanders Looks Like The Cutest Lil' City-Building Game'. Kotaku. Retrieved 2019-08-02.
- ^ abcdefgCunningham, James (8 Apr 2019). 'Review: Islanders'. Hardcore Gamer. Retrieved 2019-08-25.
- ^ abcdefgPaschetto, Nicoló (19 Apr 2019). 'Islanders - Recensione'. The Games Machine (in Italian). Retrieved 2019-08-03.
- ^ abYoung, Ryan (May 8, 2019). 'ISLANDERS Is A Dangerous Lesson In Entropy'. The Indie Game Website. Retrieved 2020-12-13.
- ^ abcdefBarbosa, Alessandro (9 Apr 2019). 'Islanders review–Streamlined, simple and satisfying'. Critical Hit. Retrieved 2019-08-03.
- ^ abcdefghijk'Play: Islanders'. Edge. July 2019. pp. 120–121.
- ^ abcdLivingston, Christopher (8 Apr 2019). 'Islanders is the most relaxing strategy game ever'. PC Gamer. Retrieved 2019-08-02.
- ^ abcHiller, Benja (17 Apr 2019). 'Islanders Review | Entspannter Städtebau | Ich will zurück nach Islanders'. Welcome To Last Week (in German). Retrieved 2020-05-03.
- ^ abPask, Kelly (10 Apr 2019). 'Islanders is the most relaxing city-builder I've ever played'. PCGamesN. Retrieved 2019-08-25.
- ^ abcdeMeer, Alec (4 Apr 2019). 'Wot I Think: Islanders'. Rock, Paper, Shotgun. Retrieved 2019-08-02.
- ^ abcdMarshall, Cass (5 Apr 2019). 'Islanders is a bite-sized palate cleanser of a civilization builder'. Polygon. Retrieved 2019-08-02.
- ^ abcdePlunkett, Luke (4 Apr 2019). 'Islanders Is Almost The Perfect City-Building Game'. Kotaku. Retrieved 2019-08-02.
- ^ abMoore, Michael (28 Apr 2019). 'These two city-building puzzle games play very differently, but share a grim outlook on the environment'. The Verge. Retrieved 2019-08-02.
- ^ abcStreva, Frank (22 June 2019). 'Minimalist City Builder 'Islanders' Gets Mac and Linux Support, Sandbox Mode'. Niche Gamer. Retrieved 2019-08-02.
- ^ abcdef'Test: Islanders se fait une place sur nos PC'. Millenium (in French). 10 Apr 2019. Retrieved 2019-08-03.
- ^ abShirke, Rahul (5 Apr 2019). 'Islanders – Review'. IND13. Retrieved 2019-08-25.
- ^ abcdefghiNesterenko, Oleg (14 Jun 2019). 'Strategic minimalism behind indie hit Islanders'. Game World Observer. Retrieved 2019-08-24.
- ^Schnepf, Paul; Allmenröder, Friedemann; Jonas, Tyroller (7 May 2019). 'Islanders :: Content update I'. Steam. Retrieved 2019-08-03.
- ^ abAllen, Joseph (20 Jun 2019). 'Islanders Update Adds Sandbox Mode, Extended Support, And More'. TechRaptor. Retrieved 2019-08-02.
- ^ ab'ISLANDERS'. Metacritic. Retrieved 2020-12-11.
- ^ abChahine, Rogan (30 Apr 2019). 'Review Roundup: ISLANDERS, Zombotron, Monster Slayers & More!'. The Indie Game Website. Retrieved 2019-08-03.
- ^ abcdGuglielmo, Samuel (4 Apr 2019). 'Islanders Review - If You're Fond of Sand Dunes and Salty Air'. TechRaptor. Retrieved 2019-08-25.
- ^Nesterenko, Oleg (24 May 2019). 'Best-selling April Releases on Steam'. Game World Observer. Retrieved 2019-08-25.
- ^'The best games of 2019 so far'. Rock, Paper, Shotgun. 10 July 2019. Retrieved 2019-08-02.
- ^Plunkett, Luke (17 Dec 2019). 'Luke Plunkett's Top 10 Games Of 2019'. Kotaku. Retrieved 2019-12-19.
- ^Tamayo, Paul (17 Dec 2019). '2019's Most Relaxing Games (And Most Stressful Ones)'. Kotaku. Retrieved 2019-12-19.
- ^Liguori, Alice (9 Jul 2019). 'Have You Played… ISLANDERS?'. Rock, Paper, Shotgun. Retrieved 2020-05-03.