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I understand that a game like Parkitect cannot and should not punish the slightest error with immediate reprisals, like a fully-justified wrongful-death lawsuit, but I also feel like after watching Caillou Two wink out of existence like he'd just been Raptured, people would have at least thought twice about staying in the queue. In fact, I didn't get the sense that the game had even taken note of the fact that a character appeared to have perished on one of my rides. Still, there weren't any repercussions for killing a rider. I would have killed for some kind of automatic "splice segments" button that could have done the job instead. Even when it looks like you've succeeded and the model looks seamless, the game will register a break in the track and you'll watch rollercoaster cars inexplicably derail time and again. It's possible I missed some nuances to the system, but the coarse-grained elevation controls meant that the slightest change in one segment usually throws-off the the rest of the track as you attempt to re-connect the new section with the old. Editing the ride, however, further underscored the fussiness of the construction interface that had caused my first design to go so lethally astray. The ride's holy mission now complete, I added some braking near the end of the ride which ensured that all future riders, who were good people and not insufferable toddlers, were able to complete their rides safely and get back to spending money in my amusement park. What I do know is that the car slammed violently into the loading area at full-speed. I don't know how fast Caillou-Two was going when he entered the final turn and then hit the final, steep dive back into the boarding station (I'd miscalculated my slopes and needed to shed a few more meters of elevation in order to complete the circuit). I figured that the ride would simply end when the car pulled back into the boarding station. But I'd just been focused on making sure that the end of the ride connected with the start so that the loop would close neatly. Later, when I hovered over it, I would discover that the button was for "braking" segments to slow the ride down. Something I hadn't noticed, while I was building my coaster, was a cryptic little rectangular button with a red dot on it. Caillou Two started making little cheering noises as he went through one of the long banked turns at over 40 km/h.
Parkitect game review series#
It wasn't a great ride, limited both by the simplistic engineering of the Alpine design template and my own inexperience with the tools, but it had a few big drops and steadily built-up speed through a series of downward corkscrews on the back-half of the track.
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The first person to ride my Alpine rollercoaster was a little bald kid in a blue shirt and baseball cap that looked almost exactly like that awful Caillou character, which meant I hated him on sight.įortunately, I hadn't done any safety tests of the new coaster, which was really just a test of my own ability to design and build my own coaster using Parkitect's layout tools. There are, of course, the kind of weird, macabre touches you'd expect from a game that works so hard to channel Rollercoaster Tycoon. On another level, which only tangentially relates to that first game, it's a rollercoaster construction kit, where you build a variety of different rides in a variety of different styles, customizing each twist, dip, and dive to make sure it's giving riders the experience you-not necessarily they-want. On one level it's a lighthearted, lightweight business-management game about building, maintaining, and expanding a profitable theme park. Parkitect takes most of its cues from the original Rollercoaster Tycoon, which means it's effectively two games in one. It's a good-enough park, and the customers who walk back out through the gates feel like they got what they came for, but with a little more care and convenience it could be great.
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Parkitect game review full#
Most of the rides are full or at least half-full, I have a cool rollercoaster or two that are drawing a lot of customers, and I'm turning a handsome profit every month. After a couple hours of tinkering and revising, I've almost got a decent amusement park in Parkitect, Texel Raptor's pseudo-remake of Rollercoaster Tycoon.