

But beyond stop-start physics, rudimentary cab controls, and basic collision detection, Trainz 2004's physics barely scratch the competition's complex track friction, weight, and weather systems, and if anything, detract from the overall package by giving you considerably less than you can rightfully expect today from a serious train simulation. The result is a game that feels more like a service release to the original, with a lot of flimsy tack ons masquerading under the marketing taglines "interactive industries" and "real-world physics." To be fair, the physics engine isn't atrocious locomotives toting a massive chain of rolling stock will take a long time to get going, and you can kiss your caboose goodbye if you're not braking that sucker a mile or more from the station. The most serious problem with Trainz 2004 is that it's fatally overambitious. And "Railyard" lets you eyeball locomotives or cars in an appropriately grungy railyard shed interior.

"Driver" mode puts you at the helm of your trains and allows you to zip around inside the cab or out, admiring the bump-mapped scenery at your leisure. "Surveyor" mode lets you tweak pre-generated terrain or create your own courses and environments from scratch. In fact, the great thing about Trainz 2004 is that it is quite simply a better-looking version of its predecessor with the model railroading stuff safely intact. Trainz 2004 (note the new emphasis on "railroad simulator" in the full title) is Auran's eagerly awaited sequel, sporting a cleaner interface, brisk and often dazzling 3D graphics, a fleshed-out physics engine and 3D cab controls, and a list of new economic challenges that require you to fill work orders by receiving and delivering goods to industries along map routes.

But perhaps the greatest strength of Trainz, which shipped without much scenario content, was its passionately devoted and unusually savvy user community.

Players could design lines of rolling stock and whip them around small circular boards in glorious 3D. The original Trainz was released in 2002 to fair critical acclaim, and immediately became the definitive (albeit niche) "model-trains-in-a-sandbox" experience. Drivers can be given assignments, schedules can be set, and commodities manipulated in the supply/demand marketplace. Players are also able to design their own routes, create landscapes, and set production quotas in the "Operations Manager" mode. The developer - Auran - has also doubled the amount of free downloadable content, which will be periodically updated and available to owners of Trainz 2004. Trainz Railroad Simulator 2004 gives users the opportunity to be the engineer during high-speed passenger runs, 200-ton logging hauls, or car-switching in a busy industrial yard.
