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I get frustrated in park sims sometimes by building my own rollercoasters, and Parkitect is no exception. Unfortunately, there’s one important mechanic which drags the experience down. But on the whole, some extra care and thoughtfulness will let you successfully fill out your park metrics and reap the benefits in park popularity and visitor happiness. There’s the occasional quirk, like how in the earlier campaign missions your guests will complain about there not being enough high-intensity rides when you don’t have access to the research or funds at that stage to create any. Rather, it enriches the experience by providing more to think about than simply plonking down some rollercoasters and raising their prices as high as you can get away with. On paper, this busywork may sound menial but in practice, it’s rarely dull or unmanageable.
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What’s surprising about this extra level of depth is that it’s anything but a chore. Sure, you’ve had to hire janitors and engineers in other park sims, but have you had to cater to them with staff rooms and improve their skills through training centres? And you’ve built balloon stalls and hotdog vendors to nickel and dime your visitors, but have you had to build an elaborate stock distribution network out of underground service tunnels, delivery staff and specialised paving? And have you dealt with the aesthetic repercussions of these networks, and had to block their visibility with trees, fences and shrubbery? Parkitect takes park management seriously, going another step beyond its peers. Whereas this way of thinking may go against those who like to play the long game, you’re still welcome to carry on running your park long after the objectives are completed, should you get attached to it. All that matters is whether you tick those boxes. It doesn’t matter whether your layout is the most efficient, if you’re plunging yourself into debt or if your park looks shoddy – you’ll be moving onto the next one soon enough anyway. Most missions encourage you to have finished up your objectives by the end of year one or two, so you don’t have to truly think long-term. What’s also enjoyable about the campaign is the churn ‘n’ burn factor. But rather than feel constricting, these limitations force you to get creative, and the challenges are all the better for it. Each one is loosely themed, ranging from fantasy to Western or simply picturesque woodland, and has unique objectives and level constraints or advantages.Īn early stage is set on an abandoned airport, for example, on which you have to build your park within the narrow physical space of the runway. There’s a surprising amount of scenarios to sink your teeth into – 26, in all – which will keep you going for hours. What I didn’t expect is that the campaign mode of Parkitect would be the highlight. This plucky upstart truly relives the glory days of theme park sims. From its 2014 Kickstarter to the two-and-a-half-year Early Access phase, it’s been a while coming – but it was worth the wait. And considering that, they’ve accomplished something wonderful. Parkitect was created by a tiny team of just two people – three if you count the sound designer. Rollercoaster Tycoon held the gold standard for theme park games in its heyday, but after the recent sequel disgraced the franchise beyond belief, only Planet Coaster has carried the balloon in its stead. Whereas simulation games have a reputation for being a little dry (or not even actual simulators), theme park simulations are arguably some of the more entertaining in the genre.