Not only can coasters go at speeds of up to 200KM/h but they are also a bit more lenient on bends, spins and everything else. Unlike Planet Coaster which refuses to open a coaster if it is too scary, Park Beyond let me really go wild with things. Rollercoasters are, of course, a large focus on Park Beyond too and there’s a lot of fun to be had here. However, only super happy guests will purchase them making it a challenge to obtain. ![]() This unlocks a unique item that can then be sold at a crazy price. It just takes a while to earn the 5 Impossify Pencils needed to level up the ride. Impossfied rides make more money, draw more guests and also cost more to run but they level themselves out thanks to the higher profits they can make. It could then get Impossified again and transformed into a large underwater tub. For example, the Kraken ride gets a giant Octopus that tossed guests around. Rides that are Impossified then change how they look and perform. Impossify is basically taking something and enhancing it.īe it a janitor who gained the ability to vacuum up dustbins in an over-the-top firework style or an entertainer who could then wear a cool-looking costume and attract more fun. I could Impossify basically everything in my park. While the eight campaign stages eased me into the game’s mechanics and at times, locked certain features out, everything essentially relies on the Impossify feature. Park Beyond also pushes its Impossify agenda quite a lot in the game. While this starting portion didn’t drastically change the course of the park, it made me feel important… In charge and like the real owner of the baby I was about to bring into the world. ![]() Usually, I would get dropped into a patch of land and given a set of objectives. I was then asked a few questions during the candid business meeting that would determine how much money I started with and the effect it would have on the difficulty.Īll of this helped form a managerial role in the game which I haven’t experienced in past theme part simulators. Be it focusing on Western assets, candy-themed objects and more. I could also choose my theme for the park. ![]() At times I was able to choose a demographic which would decide the rides, shops and types of people I would target. At the start of each of the eight campaign levels, I was given the opportunity to sit down with my advisers and discuss the planning for the park ahead. But this is a video game so who cares? Park Beyond makes it possible to dream bigger than the box and after a few hours in a park, the creations are truly out of this world.Īt its core, it is still a park management game but I enjoyed how the experience tended to lean towards creativity. Surely, someone will die from the impact of a rocket and the giant skyscraper Ferris Wheel will topple over due to its sheer size and weight. ![]() Of course, these questions are never raised in the real world because of how impossible they are. What if rides can send people flipping into the air strapped to a rocket only for them to land in a pipe and slide downward as they tunnel through the thrill ride back to the beginning? What if a Ferris Wheel could be dissected into four smaller wheels which carry the capsules high up into the sky? Park Beyond also asks the question “What if?”. Essentially, in this game, there’s no limit to how crazy things can get and that’s the big selling point here. There’s nothing worse than trying to build a rollercoaster to be told “it is too fast” or “too scary”. Park Beyond aims to break “beyond” the limitations set in place in other simulators. You know, when you boot the game up in the early hours of the morning and suddenly it is the late afternoon and you’re still managing profits, cleaning up puke and building rollercoasters which defy the laws of physics. Theme park simulators have always been one of my favourite pastimes.
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