After sinking many tens of hours into Snowrunner and RoadCraft, news of Saber Interactive being at it again with Road Kings hit me like a truck, and my interest was peaked immediately from the reveal trailer.
Previous games have seen disaster-struck areas in abundance, with players tasked with helping in the restoration process, and much of that remains in Road Kings. However, the one big difference that stood out to me from a Gamescom preview was the world around you.
Tycoon Fever

I began my playthrough at the start of the game, driving through hurricane force winds to reach a depot and begin my path as a truck driver. The basics are fairly standard, you get cargo, you deliver it from one place to another, and you get paid, but there are some different mechanics.
While I was tied to a set organization in the playthrough, I was told that, in the full game, you start your own business, which, as a huge fan of the tycoon generation, immediately had me purring. Once built, you work your way up building relationships and taking jobs, boosting your reputation and growing your organization.
The reputation system is more than just a standard progression tool, however, as it directly ties into both your performance and how you drive. Arrive on time, or early, and your reputation with that particular faction is boosted, arrive late, or with damaged cargo, and there’s a negative impact.
These core systems are the biggest driving point for the reputation system, it seems, but the way you drive also has an impact. Run a red light or a stop sign, and you’ll have a deduction to your reputation, which can, in turn, lead to significant impact later down the line.
Among those you have a reputation system with is the emergency services and, if you have a positive relationship with the police, they may let you off for speeding, missing a weight scale, or not sticking to the hours you are restricted too. Otherwise, expect a hefty fine.
Living World

Unlike Snowrunner and Roadcraft, all this happens in a living world. The roads are not empty and are filled with civilians, so using your signals when turning is encouraged, albeit not necessary. After endless miles of driving through empty roads in previous titles, it does feel like a big difference.
As the game is set in post-disaster environments, the evolution of the world will also be impacted by that to. In a new area, when you start, there might be obstructions, road closures, or similar, before then becoming open as usual later down the line, and, given previous Saber Interactive titles, I wouldn’t be surprised if you played a significant part in the rebuild.
One major takeaway from my session was the developer describing the title not as just a truck sim, but rather a truck driver sim, with a large amount of creative freedom and customization with both your driver and the business that you are creating.
I certainly can’t wait to sink my teeth into the full title when it launches in March next year, and it gives me plenty of time to decide upon my ideal callsign.
Check out the release date trailer for Road Kings below.
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