Park Beyond
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Plus, the over-the-top R&D department will allow you to add a dash of impossibility to your flat rides, so you can create an outstanding entertainment park the like of which has never been seen before.
The aging mentor and veteran showman. He might be the figurehead of his organisation, but he's always relied on smarter people than him for advice and to temper his occasionally unrealistic ambitions. Now somewhat out of touch with the modern theme park business, he represents the impossibility of the old dog learning new tricks.
A host of colorful and passionate characters, will guide players on the road to success. Reach business expectations & balance fun and profitability to make your park company successful beyond belief.
Thanks to the advanced coaster-creation tool, players have access to dozens of innovative modules to easily create unique rollercoasters with thousands of combinations. Players can also bring a dash of impossibility to their flat rides to create an outstanding entertainment park never seen before.
Thanks to extensive monitoring tools, players can optimize their park management by followingvisitor trends, creating shop designs, recruiting and managing staff members, rolling out marketing budget & their R&D investment to reach success.
If it wasn't for Park Beyond's \"impossification\" gimmick - with its ludicrous, physics-defying rides - you'd probably be hard pushed to tell it apart from any number of other theme park management games based on its trailers so far. As a die-hard management sim fan, though, I couldn't resist the recent opportunity to take Tropico developer Limbic Entertainment's latest project for a spin to see what, if anything, it might be able to bring to the familiar theme park genre.
Park Beyond's big marquee addition is, of course, the aforementioned \"impossification\", a twist that wrenches the usually grounded theme park management genre a little out of reality to create a world where technology and physics are no longer limitations. The result is a game where players can build impossible, gravity defying rides, bringing Till Nowak's wonderful short The Centrifuge Brain Project to mind. Based on an early build given to press ahead of Gamescom, though, Park Beyond's impossification gimmick is, perhaps not unsurprisingly, a fun if rather inessential addition to the theme park management genre.
Rides, shops, and even employees can be 'impossified' by building a park sufficiently capable of wowing visitors and generating Amazement. Amazement can then be spent at certain thresholds to make increasingly reality defying upgrades - a classic pirate ship swing ride might suddenly gain the ability to split in three, each section whirling in loops independently of the other, while an octopus-themed attraction might come alive, its tentacles hoisting up ride cars and plunging visitors into watery depths for additional thrills.
Aesthetically, it's fantastic, lending an air of absurdist wonder to proceedings, but, in real terms, all that appears to means for your park is that rides get a bit of a stat boost with each new impossification upgrade, becoming a little more exciting, generating a little more money, becoming more costly in upkeep, and so on. It's the same for rollercoasters, which, in the press build, could be impossified with the likes of ramps and cannons, blasting cars into the air to traverse lakes, buildings, and more. Here, impossification does demand a little more thought - sharp turns after an airborne landing are a big no-no, for instance - but, aside from a pleasing dollop of whimsy, it's hard to really see what meaningful substance impossification might bring.
The good news, though, is that having spent an (admittedly relatively brief) bit of time dabbling around in Park Beyond's work-in-progress sandbox, it appears there's a pretty solid management sim beneath all this impossification business, with Limbic having included the kind of strategic wrinkles and micromanagement options that help keep things interesting. Park managers will need to keep an eye on social trends, for instance, in case, say, a health craze causes visitors to steer clear of your fast food stalls. And for those that like to really get stuck in - maximising traffic flow and visitor need fulfilment through hyper-efficient park lay-outs and economy engines - Limbic hasn't skimped, providing feedback tools, heatmaps and more.
The possibility that Park Beyond might eventually land somewhere between Planet Coaster's incredible creative flexibility and the depth of genre granddaddies like Rollercoaster Tycoon is certainly an appealing one, but right now it all feels a little safe in terms of its ambition and scope - a bit of a shame when indie developer Texel Raptor's wonderful Parkitect felt like a real genre advancement with its meaningful additions around intra-park goods logistics and front-of-house aesthetics just a few years back.
The game's first trailer debuted at Gamescom's Opening Night Live, and shows players updating an aging theme park with new rides and technology as the park's Visioneer. Some of the rides seen in the trailer include a cannon that shoots out a glider filled with passengers, a carousel that continues to expand upwards into the sky, ferris wheels on top of ferris wheels, a giant octopus tossing around riders, and more.
Impossification is the made up word being used to explain the more, shall we say, eccentric ideals being encompassed by the game. Those ideals are to create parks beyond your imagination. While most park management sims (Planet Coaster, Rollercoaster Tycoon etc) tend to have at least one foot planted in reality, Park Beyond seems to be taking a vaulted jump into the inventiveness of its player base.
While community creations will undoubtedly become a major pull, the game will also have a well fleshed-out single-player campaign. Players will take on the part of a park architect, who dreams of becoming one the greatest theme park designers ever born. Lofty goals. Each campaign will have a set of missions that you'll be able to tailor-make depending on how you want to play. Want to focus on growing a teen audience You can do that. Reckon you can stick a date on accomplishing that too Go ahead. It seems like Limbic are really pushing player choice as one of their key mechanics.
For example - in the presentation (and indeed in the trailer above) you'll notice that not all of the rides are strictly, well, possible. We see multi-tiered carousels and ferris wheels that look more like cogs in a machine. We were even shown a roller coaster that has the carts being fired out of a cannon, before landing on a track safe and sound. It's utter anarchy. Roller coaster design will also be super intuitive, utilising a 'modular coaster editor'. You'll be able to design your creation, build it within your park and of course ride it in first person to test it out.
Breaking away from the more high-brow group of park sims could just be Park Beyond's trump card. Its arcadey aesthetic is underpinned by a complex series of menus and editors that will give the hardcore fans that immersion they desire, whilst keeping up a cheerful exterior. This could also be the game's major Achilles heel. In attempting to appeal to both a casual and dedicated audience in one package, it could end up satisfying neither, who will simply stick to what they know and love.
With games such as RollerCoaster Tycoon, Theme Park, and later Thrillville, the 90s and early 00s were a great time for fans of amusement park simulators. Unfortunately, the genre kind of dried up, but soon Limbic Entertainment is aiming to change that with Park Beyond. To mark the occasion publisher Bandai Namco invited us to try the game at Europa-Park, a real theme park in southern Germany close to the borders of France and Switzerland.
A stroll through the bustling streets of Europa-Park made me ponder why the genre faded away. There are probably many reasons, but one of them must surely be that few games in recent years have managed to capture the atmosphere of real theme parks despite the advancement in graphics. As a result, you often end up feeling a bit detached, like you're some sort of functionary in a ministry of fun aiming to make people happy while not sharing in the joy yourself.
I get that the more abstract aspects are also part of the appeal. After all, these are management games, and in Park Beyond you still get a host of advanced features to tweak and adjust. 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.
\"In Park Beyond designing your theme park is at the heart of the experience. But we wanted to add something on top of this. 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. \"So, if you look around the park, there are all the basic rides, which sell a fantasy to the people who go onto it. 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.\"
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. 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. It starts easy enough as I build flat rides such as Ferris wheels and carousels and then lay paths between. Placement is easily handled, and you have great precision in terms of adjusting rotation and the exact location.
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. 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. 59ce067264