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Parkitect Preview

Parkitect Preview

It seems like only yesterday I was tearing the cellophane wrapping from the box of RollerCoaster Tycoon, eager to get my hands on the latest game that Chris Sawyer had unleashed unto the world. And it was a magical time. Every hour I spent on that game was filled with sheer amusement (pun intended).

That was well over a decade ago now, and I've yearned for a modern take on the theme park tycoon genre for some time. RollerCoaster Tycoon 3 was a good game by it’s own merits, but it never had the same spark for me that the first two entries in the series did.

Enter Parkitect. Being in alpha, it’s still in the early stages of development, but it’s aiming to recapture the magic that made RollerCoaster Tycoon 1 and 2 what they were. It’s not stopping at merely making a modern clone though; they’re taking the idea above and beyond by making an up-to-date business management game that truly shines.

From a graphical standpoint, the game looks stunning with a somewhat cartoonish appearance. Sporting a ‘just-off’ isometric viewpoint, it’s instantly reminiscent of the original RCT games, which makes you feel at home with what the rest of the game offers. Building small rides, shops, paths etc. are all very similar in scope too, though with the added twist that you need to have staff run the stalls - and they’ll need stock from deliveries too, adding a layer of management to what was very much a “set it and forget it” aspect of RCT.

But the real meat of this game is in crafting your roller coasters. Meticulously planning every dive, roll and helix to give the riders an experience that’s neither too extreme for their tastes, or too dull to be enjoyable. The interface for building a coaster is full of options that can be combined to create just about any track layout you wish. Custom degrees of track rotation allow you to tweak the level of g-forces encountered by riders along the way. The ability to choose how long a block should be means that you can make some really smooth, flowing dips and rises to get that all important air-time for the thrill-seekers. My only concern with this bit of the UI is that the “Build” button is a little small, making building quickly a trifle more difficult if you’re moving between it and the other buttons that change the track frequently. It’s a minor concern at best, and given that the game is still in active development, there’s a good chance it may all change before launch.

Another nice feature during coaster building is the ability to see the g-forces, airtime or velocity at any given point on the track during building, making it even easier to get the perfect speeds for your loops, or to ensure that your coaster will be able to make it up the hill you've just placed.

Anyone who enjoyed the original RCT series (those developed by Chris Sawyer himself) should pop Parkitect on their wishlists now. This is the spiritual successor you've been waiting for.

Steven John Dawson

Steven John Dawson

Staff Writer

When not getting knee deep in lines of code behind the scenes, you'll find him shaving milliseconds off lap times in Forza.

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COMMENTS

Acelister
Acelister - 04:27pm, 6th May 2016

If I can charge little digital people outrageous prices for watered down soft drinks and over-salted foods, I'm in.

If not, then I might still have a look.

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