This is what happens with a merger that is never given the chance to consolidate: no one gets what he expects.
First of all, if you were expecting either SIMCITY 5 or THE SIMS 3 (or even the long lost SIMVILLE), this is not where to look: SC-SOCIETIES was developed not by MAXIS but by TILTED MILL (of CAESAR 4 fame) - but this in itself is neither good or bad. Definetely bad is where they decided to take both franchises though.
Gone are most of the gameplay options that made the SIMCITY series a city-management gem. The good old colored city zones are no more - instead you have to micromanage every single building. In place of the zones, there are now six nebulous "social energies" (:productivity, prosperity, authority, creativity, spirituality and knowledge). Every building either produces or consumes one (or more) of these energies. For example, a library creates knowledge but consumes...creativity. Yeah, I know, to add insult to injury, these "social energies" do not always make "real world sense" either. It's more of a trial & error learning process.
The functioning of a real city is not observed in many aspects: for example, utilities need NOT be connected to your buildings: if enough power-plants within the city limits, you are fine. I guess Tesla's theories of wireless energy transfer finally found their mainstream niche!
Even more absurdly, civic improvements, ornaments and decorations have a cumulative beneficial effect on ALL the city - not just on adjacent areas. This makes as much sense as, say, raising the property values of ALL apartments in a city with a Central Park somewhere...
Here is why fans of THE SIMS will be left disappointed as well:
sure, your Sims still have info-balloons (depicting moods and needs) but you can have no direct effect on them. You end up playing the...buildings, not them. So, if you though it would be fun to see your beloved SIMS interact on a larger scale...not yet.
Graphically, SC-SOCIETIES is a true eye candy! The buildings and city improvements are well and clearly designed (and they are abundant - over 500 distinct items!); lighting and shadows are not only impressive but realistic in perspective and scale as well; and the weather effects (not to mention the impressive natural disasters!) add another level of visual appeal.
Now, try placing a beautifully designed and perfectly shadow-casting building that can rotate only in 45degrees increments onto right-angled street blocks! It took me over 2 minute to place a single separating wall between two houses (at maximum magnification mind you). You see, beauty can only be a means to an end when it comes to game design.
For such a shallow game, SC-SOCIETIES does convey an illusion of depth. There are statistics everywhere - almost every object sports various info-balloons with them. For the casual gamer, who obviously this game is aimed at, this all looks very impressive. I very much doubt that more experienced gamers will enjoy this ride though.
Take you pick based on your experience level.