Gives much more of a feel for the game now then anything I have seen so far.
Here's the link to the story and videos:
http://www.gameinformer.com/News/Story/200409/N04.0902.1919.29152.htm
Maybe it's because I played them w/ the sound off... but whoever they had playing the game at that point when the video was shot... really just doesnt know how to play it all that well.
As far as the sounds (another topic of discussion) - they seem perfectly adequate to me. Although just like the original versions of RCT, I see myself being amused with the sound for about a week, then muting the game and listening to music when I play after that.
All and all, I think the videos showed exactly what the were intended to - some gamplay features and to be honest, I think this looks like a complete blast to play.
So what idiot captured all of that video to show a bunch of microscopic UI we can't see? And if you're going to show the fireworks, show the fireworks! Most of that could've been easily done with screen shots.
Jeff - Editor - CoasterBuzz.com - My Blog
Thanks,
DMC
In the eighth video, it looks like there will be multiple goals for one scenario. It shows "Tycoon" "Entrepreneur" and "Apprentice" levels for goals. That seems like a good idea.
Hi
And since this seems to be the newest "look what I found" discussion, I was searching some old article on the game and in one found this regarding the 'mini-goals' within each scenario:
"maybe you'll need to build certain rides in preparation for a heat wave, or maybe you'll be tasked with park beautification or employee satisfaction quests"
The last one. Employee satisfaction? Wow. So much for dropping the little handymen in and forgetting about them.
I think thats a good idea of how much more detailed general gameplay will be this time around.
*** Edited 9/3/2004 5:12:30 PM UTC by Lord Gonchar***
(*) -- Barring the additional overhead some systems require over others, of course.
*** Edited 9/3/2004 5:32:05 PM UTC by GregLeg***
--Greg
"You seem healthy. So much for voodoo."
Operating System: Windows® 98/Me/2000/XP (Windows® XP recommended)
Processor: Pentium® III 733 MHz or compatible (Pentium® 4 1.2 GHz or compatible recommended)
Memory: 128 MB RAM; 256 MB for XP (256 MB; 384 MB for XP recommended)
Hard Disk Space: 600 MB free
CD-ROM Drive: 4X CD-ROM or faster (8X or faster recommended)
Video:Any ATI Radeon™ or GeForce™ 2 with 32MB or higher; or other video card with 32MB and hardware T&L (ATI Radeon™ 64 MB SDR or GeForce™ 2 Pro or other video card with 64 MB or more memory and hardware T&L recommended)*
Sound: Windows® 98/Me/2000/XP-compatible 16-bit sound card*
DirectX®: DirectX® version 9 (included) or higher
Note, Win 98 or higher is supported
SFNE Central- Online Six Flags New England Resource
Seriously: Is it just me or did anyone else notice some of the coaster's transitions looking smoother?
Jeff - Editor - CoasterBuzz.com - My Blog
Lord Gonchar said:
Yeah, that was on of the first new features they announced, kpjb.
Honestly I haven't paid much attention to it besides the video clips. I like the idea of different goals, though. Maybe some that are even *gasp* hard to achieve.
then he said:...regarding the 'mini-goals' within each scenario... Employee satisfaction? Wow. So much for dropping the little handymen in and forgetting about them.
I noticed in one of these new vids (see how that comes full circle?) a mascot drooping around and not paying attention to anyone like he needed a good swift kick in the ass. I thought Strong-Sad-depression panda was an odd choice, but now it makes sense.
Hi
jw said:
Has anyone noticed that in video #5, right after placing the food stands (towards the end of the video), a few people just randomly appear on the paths?
Yes, and there has been some discussion on that on the Atari boards. Three schools of thought on that. One, the magazines have a beta build and as such things were not implemented fully so the peeps appearing is a workaround for testing purposes. Two, that there is a feature you can turn on or off to allow this or three, it just works that way like Sim City 4's autos and people.
I'm hoping that last thing is not the case. I don't want to be building a path that isn't connected yet and have some peep scream he is lost just because he randomly appeared there! Plus I like opening up new sections of a park and watching people arrive there.
We shall see. The demo will be out soon.
You must be logged in to post