![]() ![]() It matters a lot how the park is laid out - which flat rides are close to which shops, how long the distances are, and so on. The player, of course, builds their park and places roads and flat rides and shops and so on,” Reithmann explained. “So on the bottom we have what we call layouting gameplay. Park Beyond isn’t just relying upon the impossification gimmick it will also offer up three different layers of complexity when it comes to actual park management. This is basically the concept for impossification in Park Beyond.” “This is the spirit we wanted to keep for the whole game. How is an impossified mechanic getting from one place to another? Maybe on a hoverboard or something? There is an overexaggerated janitor roaming the streets and cleaning out the trash bins. “You can impossify shops - imagine an impossified kebab place in the park - or you can also impossify the staff members running around. “It spiralled out of control we started to use impossification everywhere,” Reithmann continued. It doesn’t stop there, though - impossification extends to your fish and chip stalls and even to your park janitors. In terms of in-game applications, impossification can mean anything from placing a giant octopus at the top of one of your water-based rides, or adding in actual cannons to a rollercoaster (the latter, something you can do in the Gamescom demo). This is where impossification comes from - the idea there is that you are starting with a park which you could also be going to in real life, but then you would be overexaggerating the park… and bringing it to the next level.” This is something which stuck with us and we wanted to build a whole game around it. “We wanted to do something that you could not experience going to normal theme park you would be riding coasters which are more thrilling, you will be experiencing attractions which are more outstanding than in real life. “We were really exploring different directions of where the game should go, and what stuck with us in this phase was the idea of making something even more exaggerated and more crazy than you could actually experience in real life,” said Creative Director Johannes Reithmann. We began building a simple rollercoaster and progressed into flat rides and what developer Limbic calls the core of the park builder itself: impossification. While the demo itself focuses on a 15-minute experience that will also serve as the title’s first mission, we were also able to go beyond that (pun intended). Airtime is even something that can be incorporated into the rides using this cart! Players can launch visitors into midair, transporting them from one ride to another.Park Beyond will offer up a Gamescom 2022 demo, and Stevivor was able to check it out in a hands-on capacity ahead of this time. ![]() ![]() For example, the Omnicart, which takes the carts visitors sit in, can be transformed and changed in ways that wouldn’t be physically possible in reality. ![]() When it comes to the impossification, it also applies to the little parts of the attractions themselves. This gives players a stake in the park beyond it being a creative sandbox The game’s story campaign involves the Pitch Meeting mechanic, which places players into the meeting room with the theme park’s CFO character, as they throw suggestions and questions back and forth trying to form up a clearer picture of what they want the theme park to be. According to the games’ design director, Johannes Reithmann, who previewed the game to Geek Culture, the modular nature of the rides and the impossification feature means there’s room for different combinations and design possibilities when it comes to building one’s own theme park. ![]()
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