![]() Optimized images? Check! Minified CSS? Check! Minified JS? Check! But if your application is a single page app (or SPA) there is a large bundle of JavaScript that must reach the user before the site can be rendered. I feel like there was a lot to love in the preview.Reducing the time between a user clicking your application and the content being displayed is vital. Between the wacky rides, the crazy contraptions, and the whimsical fun-first style that permeates the entire game. The game poises itself to fill a quirky fun niche in the park management genre that I didn’t know I needed until I saw it here. Overall, I had a lot of fun during my time with Park Beyond. While teens would love flying at 100km/hr, adults and families might not. Like with previous rides, these are categorized based on which demographic you want in your park. Have 15 loops back to back, and then have the coaster launch people out of a cannon? Those aren’t safety hazards they’re marketable hooks. I was able to make huge drops, big twists, and endless loops.Įven better, the game encourages this, where Planet Coaster would leave your insane contraption abandoned Park Beyond lets you tag your wild ideas as ‘hooks.’ Hooks are what draw customers to your coaster. This is where Park Beyond steps in roller coaster physics are fast and very generous here. I didn’t want some super realistic simulator, I wanted to fling people around corners at Mach 1. ![]() I enjoyed having them, but actually tinkering and designing them felt kind of stale. Roller coasters have always been the weakest part for me in other similar games. The most interesting experience by far was seeing what insane contraptions would appear when I impossified my rides. Impossification seems to be the main mechanic within the game, and it definitely lives up to that accolade. The most interesting part was that you could also impossify shops as well and, while it was not present in the preview, it looks like in the future you’ll upgrade staff this way too. Once your park gets enough appeal from decorations, rides, and guest numbers, you will unlock the ability to make one of your rides, well, impossible. The other core mechanic is impossification. This means the decisions you make outside of the park are just as important as the ones you make inside the park. This leads to you making a park that sticks with the decisions you made in the boardroom to try and maximize your appeal to one group instead of just building everything possible. ![]() Rather than giving them an ‘excitement’ rating, everything has a target demographic it appeals to.įor example, the teacups ride appeals well to families but not to teens, while inversely, the wheel of fire appeals to teens but not families. One of the interesting ones that stuck out was the way rides and buildings were graded for guests. It’s here you begin to learn about the mechanics unique to Park Beyond. Once you leave the boardroom and make your selections, you move to a more traditional park management overview. This section made me very curious to see if a fully-fledged story would play out in the full release. They also seem to have a tense relationship as Phil’s eccentric ideas about how to run parks have led to many prior projects failing. The two characters are actually voiced really well, pretty likable, and drive home the overarching theme of balancing fun and management. The two primary characters in the meetings were: Phil, who is the equivalent of a roller coaster, Willy Wonka and Izzy, who is actually trying to make sure the company stays afloat. The meetings were almost akin to a visual novel with your two coworkers.
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