PC GAMER (US)

Parkitect

Parkitect is a worthy successor to Rollercoas­terTycoon, but never emerges from its shadow.

- By Rick Lane

Parkitect is pleasant to the point where it turns into a problem. Its gentle pace and inoffensiv­e aesthetic makes it easy to get sucked into and spend a good amount of time with, but its desire to please also makes Parkitect rather risk averse. In a year that has witnessed some bold and innovative management sims, Parkitect plays too safe to stand out from the likes of modern hits such as Megaquariu­m. The game negotiates a pleasing balance between building and maintainin­g your theme park. Beyond the constraint­s of budget and available rides, you are free to create your park however you like. You can fill your park with standard rides and user-created coasters, or get hands-on with every detail, sculpting terrain, tweaking the turns and loops of every coaster, and constructi­ng your own facades and decoration­s out of geometric shapes.

Creatively, Parkitect is sufficient­ly robust, although less powerful than the toolset of Planet Coaster. Paths can only be built in straight lines, while terrain cannot be manipulate­d with much fidelity. Where Parkitect has the edge on its rivals, however, is in how it challenges you to think harder about the layout and upkeep of your park.

Parkitect boasts a similar system to Megaquariu­m, whereby your visitors don’t enjoy seeing how the sausage is made. Your park’s overall rating partly comes down to its ‘immersion’ factor, which is damaged when John and Jane Middleclas­s see some poorly paid laborer stuffing boxes of frankfurte­rs into the back of your $7 hot-dog stand.

You can avoid visitors witnessing the horror of capitalist exploitati­on by careful placement of special ‘Employee’ paths, which can be concealed with decoration­s like hedges and fences. Alternativ­ely, you can build a network of supply depots connected by undergroun­d tubes to ferry stock around the park, then use haulers to transport the stock from depot to the stalls. It’s more efficient, but also more expensive.

These hints of strategy are complement­ed by a robust simulation where everything that happens in the game has a tangible impact on the status of your park. If your park is accosted by vandals, you can see them running around kicking over bins and benches, and this will impact your park’s ‘dirtiness’ rating. Meanwhile, if a storm passes over your park, rides will be shut down and your profits will start to tumble.

Parkitect isn’t short of stuff to do. Alongside the sandbox mode, the campaign includes 26 different parks to build, each of which has its own unique set of challenges. There are also dozens of rides to unlock, and the coaster selection is particular­ly impressive, ranging from simple junior coasters to log flumes, flying coasters, and even a bobsled run.

You can’t fault Parkitect for its generosity, or for its cleanly designed simulation. Nonetheles­s, it does exhibit a few issues. Most prominent is the UI, which is poorly designed. There’s no undo button, so any mistakenly placed objects have to be manually demolished. Meanwhile, Parkitect’s coaster building feels positively Neolithic compared to dragging and pulling out rides in Planet Coaster.

fun fare?

More generally, though, Parkitect’s presentati­on is staid. I’m particular­ly nonplussed by the bobblehead­ed characters, which makes your park look like it’s populated by Funko Pops. Parkitect does take on more personalit­y at night, when your rides are suddenly illuminate­d by hundreds of tiny lights, but these moments are fleeting.

Parkitect is the most well-rounded theme-park simulator of recent years. But if you look at the management sim genre more broadly, there’s stiff competitio­n. From the quirky and characterf­ul Two Point Hospital, to Megaquariu­m, which has a similar structure (and visual style) to Parkitect, but applies it to a very different setting. Both those games bring something interestin­g and memorable to the genre. Parkitect, for all of its quality, is content to be a fairground attraction, fun, and mechanical­ly sound, but not something that you’re going to want to queue up hours for.

Parkitect’s coaster building feels positively Neolithic

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