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Of course, everyone who has played the original Rollercoaster Tycoon knows that it's probably not a good idea to embark on a ride until you can see if the tracks are actually complete, or else you might end up with some unwanted flying lessons. While we only briefly tried the many customisation options, a short video presentation showed some quite impressive user-created designs that you will be able to easily share with friends or strangers online. So, while it's a bit early to draw conclusions, the park features seemed pretty intuitive, and there was a nice sense of life when the gates opened, and the guests started flooding in. Park Beyond is still very much a work in progress with the UI consisting mostly of placeholders, and we only got to try one of the many different park themes. We also got to try some of the zanier features such as canons shooting the carts over obstacles, and we even tunnelled trough a mountain - security and environmental protection be damned.Īfter clearing the first mission we also got to dabble a bit in the sandbox mode. The first mission didn't take more than 15 minutes to complete, but despite the short play time, a lot of interesting features were gradually introduced such as the opportunity to build rails with lifts for going uphill. As the track design is modular, it's also easy to adjust an earlier part without having to undo all of your previous work. Still, it never wrestles control away from the players, and by adjusting the height of the tracks or the angle of the final track piece, you can control the layout with great precision. The tracks are easily placed and automatically adapt to the terrain if there are obstacles in the way or smaller changes in elevations. The track editor in many ways seems to capture this design philosophy perfectly. During a brief presentation, the game's creative director, Johannes Reithmane, spoke about how Limbic Entertainment wanted to make the game easily accessible while still containing advanced features underneath all the high-pitched screams and sticky candy floss. Rollercoaster Construction Shows Great Potentialīut what about the actual gameplay? As already mentioned, the first mission had us designing a complicated rollercoaster with twists and turns through a sprawling city. We did however get to try another one of the game's selling features. Actually, I had to make up the last example about the toilets, as we didn't really get to see that many of the impossified features during our preview. Sanitary workers collect equal parts litter and unlucky guests with a huge vacuum cleaner (sort of like in Ghostbusters), explosive cannons shoots carts from one track to the next on the rollercoasters, and the toilets are designed as merry-go-rounds. This results in some fanciful inventions. In simple terms, it means that we have access to the same rides, staff members and facilities as in a normal amusement park - everything is just a lot crazier than usual!
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The exaggerated and satirical tone is even more pronounced in Park Beyond, where Limpic Entertainment has introduced the new word impossification. The developer's previous game is the wacky sim game Tropico 6 where you, as the dictator of a stereotypical banana republic, can lead your nation to glory or transfer the treasury to your offshore bank accounts.
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