Park Beyond
With a couple of Might & Magics and Tropico 6 under his belt, Limbic doesn't have a roller-coaster habit, but despite this, there's something obvious about Park Beyond. It feels natural for the Planet Coaster - and Theme Park -experienced to pick up, and in a genre that deals with tricks and tricks, this is a nice plus on the edge.
Count on the old tricks of (literally) salting fries to (figuratively) salt the prices of soft drinks. This and all the other things we recognize are not why Park Beyond attracts. It's the story campaign and making the impossible possible that will make Limbic's funfair ride something more than a trivial Theme Park clone.
The "impossible possible" has a catchy name: Impossification. Something I myself get to squeeze and feel when I build a roller coaster in the middle of a colorful small town. Laying out hills and motion-sickness-inducing curves is exemplary easy, and soon the track is winding through stately parks and over rooftops. This is where Park Beyond takes us beyond the possible.
You can choose between either building a cannon, which shoots the carts through the air to land at breakneck speed on the other side. Or trust nature's own speed and fan laws, and let the carts whiz freely over houses, people and livestock via a downhill slope and a carefully placed "bump".
Dip your management toes into the sandbox mode and "impose" a rather ordinary octopus carousel that is expanded with a deep pool that the visitors repeatedly dip into. Employees can also be "impossified", and Limbic tempts, for example, with mechanics on hoverboards.
Well, it's definitely quite possible that Park Beyond will be really fun. For a very long time Planet Coaster has been a natural choice, only catch with that title is the lack of content and the fact that the developer hide core game mechanics and attractions behind expensive DLC's.
We look forward to see more of Park Beyond and can't wait for the release next year.
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