Making “Continue” the largest action seems like an obvious improvement to a game menu. It is only useful if the player knows what they are continuing. Someone managing several cities may need to choose a save rather than return to the most recent one.

Original visual from the article archive about a Cities: Skylines menu redesign.View full image
Original visual from the article archive about a Cities: Skylines menu redesign.

That is the starting point I would use to evaluate this Cities: Skylines menu concept. The visual can propose a hierarchy, but it cannot establish which task deserves priority for every player. This is an independent design discussion, not a shipped change or a validated improvement.

Make the primary action specific

A Continue action could show the city name and relevant save information beside it. That would make the destination inspectable before activation. Load Game should remain easy to find for someone who wants a different city, while New Game supports a separate intention.

This proposal rests on a hypothesis: returning to an existing city is important enough to deserve the strongest emphasis. To investigate it, I would include players who maintain one city, several saves and separate experiments. Their menu needs may differ even when their familiarity with the game is similar.

The empty and unavailable states matter

A concept built around Continue needs a first-launch state without a saved city. It also needs a response when the selected save cannot be loaded or depends on unavailable content. Hiding those cases behind a polished screenshot makes the proposal look more complete than it is.

The interface should explain the consequence before the player commits to an action where possible. A disabled button with no explanation leaves them to guess whether the issue is the save, missing content or the menu itself. These are states to investigate, not claims that the pictured concept has implemented them.

Separate atmosphere from task priority

A city background can give the menu identity. It also creates changing contrast behind text. Motion and promotional content need to be evaluated against reading and selection, including smaller screens and keyboard focus.

I would test three tasks: resume a named city, load a different save and start a new one. Record wrong selections, uncertainty about the destination and whether players can recover. Visual preference can complement those observations; it cannot replace them.

The useful output of this concept is a set of decisions that can be tested. Until those tests exist, the honest claim is that the hierarchy offers a direction for exploration. Whether it improves the menu remains an open question.