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Sure, Parkitect doesn't offer the near-photo-realism of Frontier's design-focussed Planet Coaster, but there's very little that its flexible tools and a little bit of ingenuity won't permit.Īnd while we're drawing comparisons with Planet Coaster, those that bounced off that game's anaemic management core should be pleased to hear that Parkitect works hard to ensure its strategic possibilities are as meaningful as its building options. That makes it wonderfully easy to layer different elements, and to produce some extravagantly detailed creations from very simple foundations. Almost everything can be snapped to an adjustable grid, shifted on a vertical plane, and can exist within or on top of each other. Parkitect features hundreds of pre-baked props and scenery items - all rendered in the game's adorable, toy box art-style - alongside a wealth of free-form building pieces. Poke around, and you'll unearth a construction toolset that offers tremendous scope for creativity - and those drawn to the genre through their love of design are unlikely to feel short changed. Parkitect includes numerous thoughtful additions, but its visualisations, which highlight everything from park immersion levels to coaster G-force, are particularly useful.įor instance, while Parkitect's isometric perspective and low-poly aesthetic might suggest a game of restrictive simplicity, the truth is very different. What sets Parkitect apart, however, are the subtle but meaningful innovations, which expand, deepen, and refine the theme park formula enough to give it an identity of its own. Pretty much every feature that long-time fans of the genre might hope for is present and correct in Parkitect, right down to RollerCoater Tycoon's isometric perspective - although the fully-3D world means that this is adjustable for non-traditionalists. You'll also want to hire janitors, engineers, entertainers, and security guards to ensure everything runs efficiently behind the scenes. You'll place down paths and construct new attractions, ranging from simple flat rides to thrilling, fully customisable coasters you'll build shops to generate income and stave off hunger and thirst, benches to keep guests rested, cover to keep them dry in bad weather, and scenery to keep them immersed.
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Indeed, if you've ever enjoyed a theme park sim prior, the fundamentals of Parkitect will feel like second nature. As usual though, it's the countless variables, and the capacity for obsessive, experimental tinkering that proves so consistently compelling. Your basic goal is simple: build a theme park so ceaselessly delightful, so perfectly in tune with your guests' needs, that they're all too willing to dig into their pockets to keep the cash coming in. Parkitect's candy-floss-scented, vomit-encrusted blend of design and business management will, of course, be immediately familiar to anyone that's dabbled in the genre over the years. Factors outside the park, ranging from a shortage of ride parts to an attraction going viral on social media, can have immediate repercussions, both positive and negative. With developer Texel Raptor's Parkitect, however, the ageing formula has regained something of its heart. Since then, we've had sequels in both franchises, but as they've continued to evolve, most recently with Atari's execrable RollerCoaster Tycoon World, and Frontier's impressive, but ultimately rather hollow, Planet Coaster, a spiritual successor to RollerCoaster Tycoon 3, some of that early magic has dissipated. Theme Park is, of course, rightly considered a classic, a masterfully implemented, joyous game of pure wish fulfilment - after all, what child hasn't dreamed of running their own amusement park? Five years later, RollerCoaster Tycoon refined, and some might argue, perfected the formula, proving no less delightful for its added depth and rather more serious, business-minded outlook.