Explore all 69 feature scores for Bus Simulator 27, organized into pros and cons.
Scores by Feature
Summary
69 reviewed features-
Very positive 4.5-5.028 (41%)
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Positive 3.5-4.418 (26%)
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Neutral 2.5-3.410 (14%)
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Negative 1.5-2.413 (19%)
Pros
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Felicia Bay is one of the most consistent strengths: large, attractive, varied, and full of distinct districts, highways, towns, coastlines, and points of interest.
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The 45-plus licensed buses across many brands, sizes, and powertrains are one of the most consistently praised parts of the package.
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Multiple modes, varied routes, two cities, coach trips, management tasks, and different bus types keep the experience from feeling like the same run repeated endlessly.
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Difficulty and realism are unusually flexible, letting players choose a relaxed drive or a stricter simulation with more rules and penalties.
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Extensive assists and automation let players simplify doors, kneeling, engine functions, penalties, and other simulation details without giving up the core driving experience.
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The switchable Classic and Realistic looks are a hit, with strong color grading and the ability to choose between vibrant and more natural presentation.
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Sandbox mode is well liked for removing money and objective pressure, while broader management settings still allow considerable freedom in how routes and companies are built.
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Engine sounds, electric hums, traffic ambience, rain, and bus rattles are consistently praised for making each vehicle and journey feel distinct.
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Story mode and the tutorials generally do a good job introducing a complex simulation organically, though one critic found the opening poorly put together.
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Four-player co-op is one of the better extras, letting friends coordinate routes and run a company together; disconnects and crashes can still get in the way.
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Getting out on foot, finding landmarks, visiting points of interest, and roaming a large two-city map adds welcome variety beyond driving fixed routes.
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Despite the rough launch, many players still find the bus driving, route planning, and company growth genuinely fun; the harshest critics say the bugs and AI overwhelm that enjoyment.
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Controller and wheel support are generally strong and precise, though one negative review found the handling poor and some wheel-feedback features remain weak.
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Driving is divisive: many like the weight, precision, and bus-specific controls, while others find the handling loose, awkward, or less refined than competing bus sims.
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Felicia Bay has a strong sense of place, helped by dynamic weather, day-night changes, Mediterranean scenery, and a relaxed road-trip feel.
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There is substantial longevity, with more than 15 hours leaving plenty of story content and some players expected to spend dozens or even hundreds of hours.
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Post-launch support is a major positive, with frequent hotfixes targeting crashes, saves, AI, handling, penalties, passengers, and multiplayer.
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Steering wheels and controllers are broadly well supported and often work with little setup, though force-feedback quality remains uneven.
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Company management is usually satisfying and approachable, with hiring, routes, fleets, and visible AI drivers, but some systems feel shallow, buggy, or too simplistic.
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Menus range from clean and quick to overloaded and confusing; the radial bus-control menu works well for some players but feels cumbersome to others.
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Tutorials are usually concise and helpful, though route-building instructions can initially leave players confused by the number of systems.
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District upgrades, route growth, company expansion, and visible improvements to bus stops create a rewarding sense of progress.
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Driving routes, serving passengers, and building the company can be highly addictive, but the moment-to-moment loop loses appeal when feedback systems and handling fall short.
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Bus interiors and many parts of Felicia Bay show impressive detail, although a few critics find the streets and repeated NPCs lifeless.
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There are many controls and systems to absorb, but most become manageable after some practice and the game offers enough guidance to ease newcomers in.
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Story mode is useful and enjoyable for some because it gives goals and structure, but others find the plot easy to ignore or poorly written.
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Districts stand out as unique and handcrafted rather than feeling copied and pasted, helping routes stay visually distinctive.
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The custom Felicia Bay map is dense, varied, and purpose-built for bus routes rather than feeling like a generic real-world recreation.
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The promised steering-wheel support delivered well in testing, with automatic detection and useful presets rather than the usual setup problems.
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Co-op meaningfully expands the management simulation by letting up to four players coordinate routes, fleets, and driving duties together.
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A bespoke fictional city built around public transport gives the game more personality than another one-to-one recreation of a real location.
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Multiple modes, a large fleet, company management, and a long progression loop give the game strong long-term replay potential.
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Felicia Bay's Spanish-inspired identity and corruption backstory give the city a distinct personality beyond its roads and bus stops.
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The familiar driving model, bus-management structure, and simulation-heavy controls make this recognizably Bus Simulator, though its rough launch keeps it from feeling like a fully worthy successor yet.
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Detailed bus systems and a believable city can be highly immersive, but clipping, broken AI, and constant bugs can quickly shatter that illusion.
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Points of interest and collectibles give players a reason to leave the driver's seat and make Felicia Bay feel more like a place worth exploring.
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Objectives help break up management-heavy menu work by regularly putting the player back behind the wheel.
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The tutorial is praised for teaching the basics without dragging on too long.
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Hiring drivers fits naturally into company management, with visible skills and hidden professionalism traits adding some decision-making.
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Story-mode characters are described as fun and colorful, giving the structured campaign more personality than simple route objectives alone.
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Upgrading districts and bus stops produces visible and gameplay changes, making progression feel tangible rather than purely numerical.
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Bus customization can be deep, especially for interiors, seats, floors, colors, wraps, and patterns, though one review found some brand customization limited.
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ROG Ally testing suggests the game is playable at medium settings with upscaling around a solid 30 FPS, though visual compromises are noticeable.
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Its unusually broad mix of bus driving, company management, on-foot exploration, customization, and multiplayer makes it one of the year's more ambitious bus sims.
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Different routes help prevent the driving routine from becoming repetitive.
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The voice cast is considered solid, doing a decent job with both story characters and passengers.
Cons
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Traffic AI is the clearest weak spot: cars stop, ram buses, jam intersections, and trigger unfair penalties, though later Xbox hotfixes appear to have improved it somewhat.
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The grading and penalty systems are a recurring frustration, often docking points or money for signals, collisions, or other situations players believe were handled correctly.
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Bugs are widespread in the launch experience, ranging from visual oddities and broken interactions to traffic glitches and gameplay penalties, although later patches have reduced some problems.
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Crashes are a serious launch concern, especially on PC and in multiplayer, while later Xbox hotfixes suggest the current console build is becoming more stable.
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The foundation is strong, but the launch build repeatedly feels unfinished, with bugs, AI problems, penalties, crashes, and presentation issues adding up across normal play.
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Optimization needs substantial work, with demanding hardware requirements, frame drops, blur, and other compromises across both PC and console modes.
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Story dialogue is one of the weaker narrative elements, described as cheesy, mediocre, and easy to ignore.
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Several critics like the underlying game but still recommend waiting for more patches before paying the launch price.
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Performance can be uneven, with drops below a stable 60 FPS on capable PCs and larger dips reported even on high-end hardware.
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Infinite loading screens were severe enough in one test to force repeated restarts.
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The story writing is directly criticized as cheesy and poorly written.
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Weather and lighting can look strong, but rain visibility, ghosting, shimmer, blur, and motion-blur issues keep the effects from feeling polished.
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NPC presentation is inconsistent, with clipping and awkward passenger behavior still visible even after some post-launch improvement.
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The management UI can make simple tasks harder to understand, especially when planning routes or handling company details.
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The default HUD can feel cluttered enough to distract from driving, but unwanted elements can be removed for a cleaner view.
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Save protection received focused post-launch fixes, improving one of the launch-era reliability concerns on Xbox.
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The music is considered basic, with at least one critic wishing the game had something like a radio station.
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Controller feedback can feel good, but steering-wheel force feedback is inconsistent and sometimes described as lifeless or effectively nonfunctional.
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Multiplayer has suffered disconnects and crashes, but recent patches have addressed spawning, loading, and passenger-sync problems.
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First-person driving feels much easier to manage than the more erratic third-person view.
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Character creation is a welcome extra and offers more flexibility than some expected, but several critics find the models and options fairly limited.
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Visual opinion is mixed: Felicia Bay and the buses can look impressive, but blur, weak character models, lifeless streets, and inconsistent image quality hold the presentation back.
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Cockpit systems, ticketing, passenger incidents, on-foot exploration, and random road events add impressive interaction depth, though several of those systems can be buggy or repetitive.