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Saturday, June 17, 2023 7:11:59 PM

Park Beyond Review (JCat)

My specs:
11th Gen Intel(R) Core(TM) i7-11700 @ 2.50GHz, 2496 Mhz, 8 Core(s), 16 Logical Processor(s)
GTX 1060
Monitor supports up to 250hz
This is based on SANDBOX MODE which I tend to jump right into. I rarely do campaigns and scenarios.
I put many hours into both betas. Beta 1 was a buggy horror show, making me wonder if the devs are going to need some black magic with such a short window until release. Beta 2 showed improvements, but still so many issues.
The final version was so much better than expected, but also has a slew of bugs and issues that still need to be addressed.
The developers are committed. This will happen. People are comparing it to Planet Coaster. I didn't jump on board expecting that. I adore Planet Coaster, but it had what like 6-7 years of refinement and DLC? You're comparing that to a game that's been out about 24 hours? I do respect everyone's opinion, as they have every bit of right to complain the same way others can love it and stay on board for the long run as it improves over time.
So What's Positive?:
- More accessible than Planet Coaster so it will appeal to a wider audience.
- You can get things up and running without all the extra steps leading to micromanagement.
- Coaster building is the easiest yet that I've seen in this type of sim. Using a simple node system.
- Flat Rides are absolutely gorgeous. Get up close and be mesmerized with their lights & animation.
- The shops are also stunning! Hit the ground level you'll see what I mean
- Visitors are highly detailed. Aside from their semi-disturbing non-blinking eyes, the amount of clothing variation is incredible, right down to the buttons on someone's backpack. Try to find the same clothing on two different people - most likely you won't.
- Visitors interact with shops more realistically than in PlanCo. Watch the shopkeepers do their thing.
- Visitors spew out a wide variety of reactions in their own, non-existent language.
- The cloning feature for scenery building on this thing is powerful. You'll get a forest and buildings up in no time. Once you get the hang of scenery "groups", you'll realize how powerful this can be.
- You can of course, ride all the rides or use the visitor's point of view which is quick & easy to access.
- The amount of scenery is quite extensive from the start. In total over 1800 modular/scenery items
- The Pac-Man content is wow! The two flat rides are off the charts. Makes me look forward to the DLC both free and paid.
- The landscaping tools are the best I've seen in this type of game. Insanely simple to use and takes into account when you move a coaster - where it automatically restores the ground instead of leaving an ugly imprint.
- Impossification are a blast. Yeah, it's a gimmick and one that I thought I'd probably ignore, but once you see one, you'll want to see them all. They're over the top, and quite imaginative! It's an eye candy extravaganza.
- Path placing is easy (but see the negative list)
- The environments and time of day changes are just beautiful. The best I've seen in a theme park game.
- Staff is simple to hire (see the negative list)
- The Coasters share all the special pieces (you're not held back by coaster type)
- Finding scenery/modular pieces is nicely categorized using filters and tags.
- Coaster modules add unrealistic fun to the mix - like cannons, bumpers, split and three way tracks and more. This is not my thing, but I see already how appealing it is to many players who just want to have a blast. Gotta love that elevator!
- Lots of special touches - like people arriving by train on the outside of the park (depending on the environment you choose).

What's Negative?:
- The Path system is while easy to plop down is also quite the buggy mess Visitors get stuck in huge clumps, and other path-causing problems. Many find this a major bummer and I can see why.
- There are only 3 coasters for now. Each has multiple train styles, but it's anemic in comparison to what's already out there in other park/coaster games.
- Coasters sometimes have this faint stuttering problem, unlike everything else which is ultra smooth. My Steam FPS counter showed over 100, yet the coaster looked like it wasn't understanding that.
- Coaster Cars glitch for a microsecond on direction changes - like they're skipping a frame of animation.
- Coaster sounds are awful and unbalanced. They need to rework this badly. Back seat wind sound, front seat, almost quiet?
- Visitors sometimes wig out on the ride. Caught people just standing throughout a sit-down coaster run.
- Scenery building is a snap, but the modular building is glitchy any many of the pieces that have color options, don't change color.
- Coasters need more features - like Gravity & Brake sliders. The gravity is set a tad too high, as realistic-style coasters may lose momentum too early. The second hill should not have to be THAT much lower than the lift hill. Brakes are only good at the end. If you use them as mid-course brakes for some realism, it destroys the train speed, so forget about making it back to the station. Of course, if your sole purpose is to plop down 2000 ft high fantasy coasters, then this won't concern you.
- The launcher should have been done differently. They should have made it so you click a track and simply change it to a launch track (like you do with the brakes). As it stands now, it's this long gizmo which takes up most of the park and doesn't even have the power to support a good coaster run. You need to stretch it out even longer to get more speed, which looks just ridiculous and will ruin the aesthetics of any park. This needs to be destroyed.
- No multiple single cars on a track. If you set your train to only one car, it becomes the only single car on the entire ride. So for example, with the mouse coaster, if you slide the number of cars down to one, you'll only get one car on the entire track. They need to fix this badly.
- The delete function is half baked. Some items you can easily delete using the DEL key on your kb, while others require you click demolish truck icon. Make no sense.
- You can't assign staff to specific sections. You can only tweak sliders to what you want them to concentrate on most. There are star markers you can lay down for entertainers to work around at least. Sometimes the park gets insanely filthy, and rides break down with neither getting attention, despite staff walking right by these problems.

I'm sure there's a lot more good and bad that I'm forgetting, but these features are stuck in my mind for now. Overall, despite the problems, I am addicted and will continue to enjoy it even more as I watch it hopefully prosper. It has a lot going for it, while being held back at the same time.
There are two camps: Those that expect a fully working product from day 1 which normally, it's the way it should be. Then there are those who deal with the bugs, and watch the product change over time with patches. I particularly find it rewarding when you see a list of updates and changes, then head back in to the game to soak in the improvements.