Unlike in RollerCoaster Tycoon, you can't let your guests ride an unfished ride, sit back, and wait for the mayhem. With the audience being my only real consideration then, I decided to go for some insane drops and crazy turns to keep the bored teenagers from falling asleep. Since this is only the second mission, budget is not really a problem (later missions will be more challenging though) and there is little chance I will run out of space. And then you'll need to check what space you have available of course, what budget also, and then you can make a design out of it. What do you want them to do, what do you want them to feel. The final challenge of the game's second mission will have you constructing a huge roller coaster with several unique "hooks." Apparently, this is also how you approach the challenge of building real roller coasters, I later learn, while speaking to Mathis Gullon, a project manager at the construction firm Mach NeXT: "For a roller coaster or any other attraction, you'll need to think about the guests first. I'm mostly here for the roller coasters though. Beneath the crazy and colourful surface there is a slew of mundane problems that must be tackled, and sim nerds will probably have a field day with advanced features such as heat maps showing possible improvements and the possibility to adjust the prices of individual items in the shops. Having laid the foundation, I'm ready to open the park, but unfortunately the guests bring with them a host of problems, and I scramble to build benches, toilets and food stands while hiring four or five sanitary workers, since the primary teen audience that I'm aiming for seems unable or unwilling to use the garbage cans I have placed at every step of the park. Placement is easily handled, and you have great precision in terms of adjusting rotation and the exact location.įor a roller coaster or any other attraction, you'll need to think about the guests first. It starts easy enough as I build flat rides such as Ferris wheels and carousels and then lay paths between. After having constructed a huge roller coaster in the first mission, I was thrown directly into building up my own park from the ground up. While impossification remains central to the game's atmosphere, it wasn't the main focus of the actual preview where I played two missions and messed around in the sandbox mode. It's not in any way ground-breaking, but it does breathe a lot of life into what is otherwise a somewhat generic art style with very bright colours and cartoony characters that look scarily doll-like in their appearance. The feature also extends to staff members that, when impossified, might use a plethora of advanced gadgets to turn their mundane task into an entertaining activity. In a water slide you might meet an actual Kraken or on a roller coaster the cart might be shot out of an actual cannon. While playing I found the results of this impossification to be quite varied. With Park Beyond we wanted to make this fantasy real, and impossify the rides into something you wouldn't be able to experience in real life." "So, if you look around the park, there are all the basic rides, which sell a fantasy to the people who go onto it. We introduce players to the 'impossification' of rides," explains producer Marco Huppertz while directing our attentions to the surrounding attraction on a busy square in Europa-Park. But we wanted to add something on top of this. "In Park Beyond designing your theme park is at the heart of the experience. But developer Limbic Entertainment has clearly tried amplifying the atmosphere by taking full advantage of the special benefits you get by running a digital amusement park compared to a real one - mainly the fact that safety is no longer a factor, and that the law of physics, while still somewhat applying, are way more forgiving than in real life. After all, these are management games, and in Park Beyond you still get a host of advanced features to tweak and adjust. I get that the more abstract aspects are also part of the appeal. With Park Beyond we wanted to make this fantasy real. If you look around the park, there are all the basic rides, which sell a fantasy to the people who go onto it.
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