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Parkitect: The True Successor to The Tycoon Series

Indranil
2016-07-21
Filed under: Discussion, Featured, Steam, Strategy, Themepark simulator

Back when Roller Coaster Tycoon released in 1999, it was a massive hit, I played the hell out it. I mean who didn’t want to own a theme park and build it from the ground up. Quite a few years have passed since a theme park building simulator was released. Come 2016 we have not one but 3 competitors trying to cash in on your Roller Coaster Tycoon nostalgia, but this game stands up in its own ways. Parkitect is from a small company called Texel Rapter who crowd-funded an amount of $63,700 which was more than its goal of raising $50,000. Finally, on May 2016 Parkitect showed up on steam as an early access game.

monolith

Coming to the game, the strongest suite is its simplicity which distinguishes it from its competitor “Planet Coaster”. This game doesn’t overwhelm you with new mechanics, but instead keeps it old school. On my first play through I jumped right into the sandbox mode and didn’t bother with the tutorial (which I later regret in most games), but surprisingly enough I was familiar with most of the mechanics, it controlled like one of the Tycoon games. In no time I was putting rides just about anywhere I could and forming pathways without any planning, could feel those nostalgic vibes reaching inside me. This game takes the best of the Tycoon games and builds upon it, for example when you build a shop it automatically aligns itself in the direction of the pathways, this might feel like a small change but I find it very useful. There is a cocktail of rides and coasters you can construct right away and

There is a cocktail of rides and coasters you can construct right away and many downloadable in the form of assets from the community, which is impressive considering its still on Alpha stage. The game’s NPC is neat, park visitors can find their way to the rides without any map hubs given a path is provided, you can also read their thoughts so that you can find out the areas your Park is lacking, every visitor seems unique in appearance which is a nice touch. Then there is the hiring mechanism where you can employ people like janitors and mechanics to keep your operations running smoothly but you have to keep them satisfied as well to ensure they work properly.

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Making coasters is simple and the mechanics are also smooth, but make sure you test your ride first before you throw it open to the guests as improper construction can crash your ride and turn the passengers into white puff. The game assets like pathways and trees are very detailed, and the game art is brilliant and these are one of the areas this game that hits the ball out of the park. Parkitect indeed does a lot of things right but there are a few things here and there which I feel should be addressed before it comes out from alpha, for example, Parkitect doesn’t reward you for creativity, no matter how good a Roller Coaster you make, the only thing the game will reward you for is its size. The same thing is evident for the construction of the park, the game won’t reward you for a well planned out Park but instead on the number of things you fit into it. There are minor issues with the frame rates too as they seem to take a hit when there are a lot of things on screen, even on powerful hardware.

The same thing is evident for the construction of the park, the game won’t reward you for a well planned out Park but instead on the number of things you fit into it. There are minor issues with the frame rates too as they seem to take a hit when there are a lot of things on screen, even on powerful hardware.

In conclusion, I would say, this game delivers a lot and considering its in alpha stage many of it’s cons are justified and even though being in such a early stage of development it has an active and lovely community. Parkitect is indeed a true successor to the Roller Coaster Tycoon series.

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