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Actually, Michael Graf just wanted to try the Park Beyond demo that Bandai Namco sent over to us for gamescom. But then he was stuck half the night building crazier roller coasters – even though not all the components were in the demo by a long shot.
“Impossification”, so to speak, the “impossibleness” of the amusement park – that’s the keyword with which Park Beyond wants to assert itself against the powerful Parksim competition from Planet Coaster, Parkitect & Co.
In the gamescom podcast, Micha and Parksim professor Géraldine discuss with Johannes Reithmann, the creative director of Park Beyond, where this idea came from and how it was implemented in the game.
Géraldine also dreams of the Baltic Sea and discovers her deep connection to the Park Beyond development team Limbic Entertainment (Tropico 6), whose debut work was once, watch out, a hot ride for her. But back to the topic.
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Because while the construction of roller coasters is really fun thanks to elements such as ramps and cannons and encourages experimentation – all the more so because you can then drive the resulting crazy rides yourself in the first-person perspective – the “impossification” options of other attractions are more effective like upgrades.
Cool upgrades, but in the end you saw them after an upgrade run. A harmless octopus swing, for example, becomes a tentacle monster after two impossibilities, throwing mini submarines through the air. Isn’t the Limbic Entertainment development team worried that the “impossification” will be exhausted too quickly?
Even with the modular building mode, which allows freely plugged together buildings, we still have one or two bones to pick in the demo.
Still, Park Beyond climbed quite a bit on our attention roller coaster thanks to the entertaining demo. Of course, you can also read in Géraldine’s detailed preview whether things went downhill again after that:
more on the subject
Park Beyond does not only go beyond the construction standard at the amusement parks
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