The magic of a park simulation game lies in its ability to captivate players and make time fly by. When fully immersed in the task of building and managing a park, it can create a state of Zen-like euphoria. Park Beyond manages to achieve these highs with its captivating rides, intuitive upgrade system, and imaginative features. However, like a poorly maintained rollercoaster, there is always a looming threat of things falling apart with disastrous consequences. Unfortunately, this tendency for the game to take a turn for the worse left me feeling uneasy after spending a few days in this virtual park.
Building mechanics are crucial for a game like Park Beyond, and in that regard, it delivers a solid experience. Creating a thriving park from scratch is incredibly enjoyable. Constructing pathways, flat rides, roller coasters, and shops is made easy thanks to a user-friendly interface and straightforward controls for basic tasks. After the grand opening, there is a step-by-step process to upgrading and expanding the park, which is both understandable and fun to execute.
Initially, the park’s capacity and income potential are limited. Only a few rides are available at the start to attract customers. Park Appeal, which is determined by the fun and cleanliness of the park, increases as more appeal is earned. As Park Appeal rises, the park ranks up, granting greater capacity and unlocking additional rides and shops. The decision of which upgrades to choose presents an interesting tactical choice. Focus on unlocking essential shops to meet basic needs like food and drink, or take a more strategic approach by appealing to specific demographics or prioritizing fun over profitability. These decisions can be agonizing yet engaging, adding depth to the gameplay.
What sets Park Beyond apart from other park simulation games is its fantastical concept of “impossification.” As guests become more amazed, players earn the ability to use a magic pencil to supercharge rides and employees. Suddenly, a simple pendulum ride transforms into a colorful launcher for spinning tops, or a “Ring of Fire” loses its top arch and launches riders from one side to the other while spinning like a juggler on a turntable. The whimsical and imaginative nature of these transformations is akin to something out of a Roald Dahl book. The first time I witnessed one of my janitors using a flamethrower to cremate nearby trash bins after being “impossified,” I couldn’t help but smile. Each upgrade increases the potential for fun, amazement, and profit, but also comes with increased upkeep costs.
Unfortunately, poor economic tuning becomes an issue for Park Beyond. Some upgraded rides become significant financial drains, transforming the promise of an amusement park filled with outrageous machinery into a path to financial ruin. In the long run, the safest strategy often involves sticking with conventional rides, which can diminish the uniqueness and charm of these fantastical parks. This oversight is reflective of the game’s fiscal aspects, which also suffer from issues such as unpredictable customer appeal. The swings in popularity from crowded to deserted without any changes in ticket prices seem random and defy strategic planning. Mature parks often experience sudden shifts from positive cash flow to substantial losses, leaving players bewildered and frustrated.
On the other hand, roller coaster construction options are more reliable and familiar to park simulation veterans. Whether building from scratch or using pre-existing rides, the basic rail and chain lift options allow for easy roller coaster creation. Constructing simple rides is a breeze, while more complex designs can provide a challenge. However, issues arise when attempting to use the more extravagant options. Enjoyably absurd features like cars being fired out of cannons or sent across open fields in giant hamster balls (à la Jurassic World) come with the catch that it becomes incredibly difficult to direct tracks in the desired direction. This limitation hampers the creative potential and leaves players feeling disappointed. Additionally, there are no direct control options available, leaving players entirely at the mercy of AI.
One of the most frustrating aspects of Park Beyond is the abysmal staff management. Essential roles that keep the park clean and operational are vital for generating income and increasing park appeal. However, the available staff members lack basic common sense. Instead of attending to more critical issues, like rides on the verge of collapse, janitors prioritize fixing seldom-used vending machines or ignore heaps of litter in favor of emptying distant trash bins. These shortcomings would be more forgivable if players had direct control or the ability to set priorities, but unfortunately, no such options exist. Players are left relying on the AI, often resorting to overstaffing and hoping for the best. This frustrating experience makes it challenging to expand the park on a limited budget.
Another obstacle in Park Beyond is the behavior of park attendees themselves. They can be considered the true antagonists of the game, even though it is not their fault. At times, entire crowds of people become frozen in place, unable to satisfy their basic needs or spend money at rides, leading to a collapse in customer sentiment and park metrics. Rectifying this issue can involve closing and reopening a ride, deleting sections of the park, or even restarting missions entirely. It becomes necessary to regularly inspect every inch of the park for glitched attractions, which adds a tedious aspect to the gameplay that detracts from the overall enjoyment.
Furthermore, the game suffers from occasional technical bugs and glitches. Invisible garbage can ruin a park’s score, sidewalks vanish beneath the ground, and shops lose their intended appearance, resulting in disjointed structures. These issues range from annoying, such as employees getting stuck until they are deleted, to devastating, like crashes that undo hours of focused construction. The prevalence of these bugs becomes frustrating, and it often feels like any large park is a ticking time bomb of potential issues.