![]() With both being catered for your Park Level will rise, opening up new attractions and increasing the number of guests you can have in your park. As for Cleanliness, hiring janitors to keep the park clean, and placing enough bins and toilets will increase it. To increase your fun rating, you can build rides that have higher fun ratings, hire entertainers to walk around your park, and hire paramedics to treat nausea. On top of that, though, is Park Level, which is split into two factors that increase your Park Appeal: Fun Rating and Cleanliness. Naturally, income is one of the most important, so making sure costs like engineering, staff salary, loan repayments, and whatnot don't outweigh your base income is a must - have your books be in the negative for three in-game months and you'll go bankrupt. You need to manage a number of different factors when trying to make a park successful. Before long, though, the difficulty begins to increase as each of Park Beyond's mechanics is introduced. Using tools like the heatmap gives you quick access to your guests' needs at the click of a couple of buttons thanks to everything being tied to one toggled menu. Each attraction will cater to different audiences, so you have control over who you want to market the park to, or you can just mix it up with all three. Starting out is simple enough, with the first main mission requiring you to manage the profit/loss of a park as you choose which rides and facilities are best suited for your guests, with guests being separated into families, adults, and teens. ![]() If you've failed a mission for whatever reason, making different decisions in the pitch meeting helps you identify better ways to approach your park. You're given a handful of choices to make, which act as objective modifiers when playing in a mission - each mission gives you a number of objectives to complete in order to win. Before beginning to build each theme park we're pulled into pitch meetings with the management team to make decisions on how to approach each park. Once you step into the second mission, that's when Park Beyond layers on some cool ideas that help it stand out from the competition. It's a cool concept and gives us a chance to meet some of the main characters before beginning on the eight-mission-long campaign journey. Starting out as a young dreamer scribbling wild ride ideas on a bit of paper before folding them into a paper plane to throw out of the window, Park Beyond begins by teaching us the fundamentals of rollercoaster building by following the paper plane through the streets of our neighborhood. ![]() Naturally, the main gameplay hook can be found in its campaign, which will test your management capabilities as it incrementally increases the difficulty by adding new challenges and mechanics - due to a couple of technical issues that cause the game to crash infrequently, though, it unfortunately, has a tendency to test your patience as well! Much like other theme park management games, Park Beyond offers a base campaign mode that slowly ups the difficulty with each stage, and a sandbox mode that lets you run free on a variety of maps with as much or as little difficulty as you'd like. ![]()
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