Interview with Johannes Reithmann, developer of Park Beyond

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Interview with Johannes Reithmann, developer of Park Beyond

Developer, Interview, Johannes, Park, Reithmann

Park Beyond was one of the surprises we got to see and try at Gamescom

One of the surprises of this Gamescom was the new title from Bandai Namco, which featured Park beyondan amusement park management game developed by the German studio limbic entertainment. Where our knowledge of architecture will help us save in a few hours a company building the craziest amusement parks. In our teams, we will have members as diverse as Izzy or Phil, as well as other charismatic characters to bring our company to the top. Thanks to the concept of “impossibility”, we can edit each piece individually to create thousands of different combinations. Offering, in turn, full control in the management part of the park, allowing us to control the economy and all the personnel to ensure success.

We had the pleasure of being able to interview Johannes Reithmanncreative director of Park Beyond, in the Gamescom held recently in Cologne. Who kindly answered all our questions and spoke to us at length about his new project.

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Albert: I had the chance to try Park Beyond a few minutes before this interview. As a regular player of management and simulation titles, I have to tell you that I had a great time. Tell us about the main features of the game.

Johannes Reithmann: Basically, I would say that we have two big areas in the game. One would be the creative part, where you can create your own landscapes and terraform the landscape to your liking. You can build your own houses and structures individually down to the smallest detail. Besides being able to build your own rides the same way, I think that’s the most fun part of Park Beyond.

On the other hand, we have that part that you mentioned and love so much: the management part. We have just worked on Tropico 6 and for us it is very important that it is an in-depth strategy game. Where you can enjoy controlling everything, although if you don’t like it, you can also focus on the creative mode, but if you really like it, here you can control what is sold in each store, the price of each object, select tasks for each staff member, you will be able to control every detail available in the game.

And later, everything is amplified thanks to the “impossibility”, which makes everything a little crazier and which can also apply to the management part. For example, you can “prevent” a staff member from using a flamethrower to make trash disappear. Which gives us a wide range of decisions to manage every aspect of the game in the most creative way possible.

Decorate every part of Park Beyond to your liking

A: The truth is that I saw a wide variety of management options available, although I was a bit overwhelmed at first, I have to admit the tutorial is very easy to understand. I congratulate you. How many locations and scenes will we see in Park Beyond?

J: If you’re talking about the campaign mode, I don’t remember if we announced how many missions it will have, but we’ve already shown a few, each with its own location. And each of them is made up of different biomes, with various styles of natural elements or specialized themes such as Asia, the Wild West or the recently announced Da Vinci style. We have several content packs that have not yet been announced.

A: I assume all of these customization styles will also apply to the vast amount of content available in the game.

J: Of course, you can customize every little part of the game piece by piece, and you can also mix all kinds of styles. For example, you can combine a Wild West theme with Da Vinci to create something unique and interesting.

A: Something that caught my eye in the trailer. Will we be able to live the experience of riding our attractions in the first person?

J: Yes, of course, it was as important to us that you could create whatever was in your imagination as it was to experience it.

A: Great because the next question I wrote here is perfect for me. I who sometimes get dizzy when playing too “dynamic” games, will I need a plastic bag by my side?

J: I hope not, I hope not! (laughs) But I think it will depend on how crazy rides you build.

Share your creations and work on those of other players

A: Thank you, this will serve as advice. Will we be able to share our creations with other players?

J: Yes, for us it is something very important. Because through the tools and systems we’ve created, we want to inspire people to be able to do great things and share them. Whether it’s a design of a small part of the game to an entire castle full of stuff. We want you to be able to share those works that you are proud of and also so that other people who are not interested in the creative part have a large library of designs to download and work with. In fact, you can start with an already designed playpen, you don’t have to do it from scratch. For example, he could make a castle and send it to you so you can build a roller coaster in it and send it back to you.

A: I think it’s a fantastic decision, because it’s a feature that isn’t usually implemented in games of this genre. With everything you’ve told me so far, how long could a game of Park Beyond take me?

J: It depends a lot on the game mode. On the one hand we have the campaign part, which obviously has an end, and on the other the free mode. Where you can set your limits however you want, you can set yourself a goal like a time goal, for example, or you can turn off the meter and play as far as you want.

Command control was designed from the ground up

A: As a fan of the genre, I have to admit that many of these titles are more keyboard and mouse friendly by design. How did he implement command control?

J: We worked very hard, from the beginning we wanted to bring this game to console and we had the experience of Tropico. So we knew exactly what is important for controller players, especially the management aspects like navigating menus, selecting each game individually and that kind of thing. I think we have worked very well from the beginning and we can say that this is not a PC version adapted to the console, but a game designed for both platforms where everything must fit together perfectly .

A fantastic. We are already finishing, I still have the last two questions, one of which is very quick. I think it didn’t take too long for Tropico 6 to come to Xbox Game Pass, do you think we will see Park Beyond at some point on the service and what do you think of this new trend in the on-demand industry?

J: I can’t really answer your first question because I don’t know. But my personal opinion regarding this trend, I think it’s good, especially in this type of game, for a lot of people to enjoy. It really is a very interesting stream.

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