

You can create worlds within worlds, or just create something thematically ambiguous. And you're not just limited to a single theme. These themes contain roads, shops, rides, textures, animatronics, characters and more. Limbic has shown off two so far, Candy Land and Wild West, but there will be more. Not only can you plonk down all manner of props or create your own buildings, there are themes that can dramatically change the appearance and appeal of your park. If we get to this spot, then it's actually pretty cool."Īlong with the practical customisation of services and rides, there's also cosmetic customisation. The best case is if you have this feeling that it could be believable. And we didn't want to do very extreme sci-fi either. I mean, lots of stuff is obviously not real, but there's still a difference between magically doing things like teleporting or whatever. "It was an interesting debate during the early pre-production because what we ultimately decided to avoid was magic," says Winter. We wanted to make a theme park game that feels less like an editor and more like a real game. To make this easier, you'll see a ghost cart going down your work-in-progress coaster, highlighting any potential issues. So even if you're creating big jumps or shooting guests out of cannons, you still need to take into account the momentum of the cart and the laws of reality. "It still needs to be grounded in reality," says Reithmann.

But through the impossification system you can then add wackier bits and bobs, like cannons that shoot carts across gaps, and you can even customise the carts themselves, making them fly or hover over the water.ĭespite all of this, physics is still the boss. It's more like drawing a coaster than plonking down parts.Įven before you upgrade them, you can still create some pretty thrilling coasters, and even use the environment to create something spectacular, like one with a track that goes straight through the hole of a giant donut. Park Beyond is also going to launch on consoles, so effort has been made to ensure the control scheme is simple enough to work well with a gamepad. Since they're a bit more complicated to put together, there's an editing tool to help you plot out your wild ride, which Winter and Reithmann emphasise has been designed with accessibility in mind. Obviously the coasters are the main attractions. When your guests look at your Frankenstein creations in wonder, that inspires the R&D team, in turn letting you unlock more modules for your rides. Amazement is also a key resource in the development of newer, weirder rides.
