Park Beyond feels like a solid theme park sim with an appealing but inessential gimmick

1 year 8 months ago

If it wasn't for Park Beyond's "impossification" gimmick - with its ludicrous, physics-defying rides - you'd probably be hard pushed to tell it apart from any number of other theme park management games based on its trailers so far. As a die-hard management sim fan, though, I couldn't resist the recent opportunity to take Tropico developer Limbic Entertainment's latest project for a spin to see what, if anything, it might be able to bring to the familiar theme park genre.

Park Beyond's big marquee addition is, of course, the aforementioned "impossification", a twist that wrenches the usually grounded theme park management genre a little out of reality to create a world where technology and physics are no longer limitations. The result is a game where players can build impossible, gravity defying rides, bringing Till Nowak's wonderful short The Centrifuge Brain Project to mind. Based on an early build given to press ahead of Gamescom, though, Park Beyond's impossification gimmick is, perhaps not unsurprisingly, a fun if rather inessential addition to the theme park management genre.

Rides, shops, and even employees can be 'impossified' by building a park sufficiently capable of wowing visitors and generating Amazement. Amazement can then be spent at certain thresholds to make increasingly reality defying upgrades - a classic pirate ship swing ride might suddenly gain the ability to split in three, each section whirling in loops independently of the other, while an octopus-themed attraction might come alive, its tentacles hoisting up ride cars and plunging visitors into watery depths for additional thrills.

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Author
Matt Wales

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