pff die site komt ook uit de oudheidquote:Op dinsdag 20 april 2004 00:36 schreef RoelRoel het volgende:
www.rctland.nl
quote:May 03, 2004 - Once upon a time, we had everybody and their uncle's brother's roommate shoving a tycoon game down our throats. There wasn't an enterprise under the sun that didn't get pushed into tycoon shape, from malls to pizza joints, skyscrapers, and [insert nimble jape]. The genre is still running strong, but it's mostly been perpetuated by lower-profile developers. However, Atari is running full-steam behind Frontier Developments, who made all the previous RCT games and their expansion packs. This tycoon game is coming back in a big way.
What's most obvious is the fact that they've moved to a fully 3D engine. Press a button and you're transported to a first-person perspective of a given roller coaster, and you can bounce around from coaster to coaster in the blink of an eye. If you like, you can instead watch the riders from close up. They smile, cover their eyes, cower, and raise their hands just like you'd expect--and this level of visual detail is carried over to virtually every aspect of the game. The little shops, like ice cream stands, umbrella vendors, and themed item shops (more on that later) now all have animated additions, like an enormous, slowly spinning ice cream cone on the roof, larger-than-life umbrellas rotating in the sun, and swords flipping around like two cartoonish duelers.
The game world is now even more chock-a-block with color and activity than the previous installments. Install a lamppost, and the guests will cast shadows in the right direction as they walk by. Fill a crater with water, and it will refract gently and even reflect the sky. Virtually no stone has gone unturned when it comes to taking advantage of three dimensions.
quote:Not only that, but we're told that all gameplay elements from the previous installments are still present and accounted for. You still have the same set of park employees--security guard, entertainer, technician, groundskeeper--and, from what we saw, most of the original buildings as well. We got to see the bumper cars, now much improved with a set of sound effects including the sizzle of the pole scraping on the electrified ceiling and cars hitting each other. This is much more immersive than just hearing the thumping techno music every time you passed over it. But that's not all, folks! You can even zoom in close and watch people bump around in the cars, if you're so inclined.
All buildings, actually, have interiors and have employees working inside them, where appropriate. The cheeseburger vendor, for example, will have someone behind the register, fully animated, handing out burger, taking money, and so forth. You can peek behind the person at the counter of the coffee stand and see the coffee machine, refrigerator, cabinets, counters, and whatever other items you'd expect to see at a given shop. Speaking of employees, there will now be an Employee Satisfaction Rating in addition to the one monitoring the actual guests. Lastly, you can even train your employees over the course of the game so that they're able to do things like fix rides faster or cover wider areas of the park.
Speaking of guests, the ante has been upped here as well. For one, guests can now move around as a group, whether it's a family, a bunch of friends, or a couple. The group will have a designated "leader" whom they follow around, so you figure that you'll want to cater to this person in order to get the whole group to do something.
quote:What's more is that you can create your own groups, name them, and create them from scratch with an in-game editor. Here, you can choose gender, age range, favored type of ride, and even multiple aspects of clothing, with independent selectors for pants, shirts, heads, and more. There's even a randomizer the presenter flipped through several times, and there seems to be almost countless variations. It looks like you won't often see the same guest twice. Seeing all the guests walking around the park confirmed this belief, with wildly different types wandering about. You'll also get different types of guests depending on the time of day, with more teenagers coming in at night, for example, and families leaving before it gets dark.
Frontier Developments chose to go with the engine from Wallace and Gromit, which features a cartoonish style that feels appropriate for this game, particularly with the guests' character models. Big afros and subtly exaggerated body types are par for the course. The coasters, however, have a more refined feel, with sinuous curves, smooth drops and complex setups. Along certain points of a ride, you can also set up trigger points that will activate animatronic creatures and people, for that added dazzle (and there are also stand-alone animatronic displays like we saw in the last expansion for RCT2). Sitting underneath all of this is a terrain overflowing with polygons. Meaning, it's not blocky and angular like before. It's a full-fledged landscape, with an intuitive toolset for molding it like a blanket. You can still manipulate squares of land like in the old, 2D style, but Frontier found it just didn't work as well and focused on mouse-driven tugging, pushing and pinching of swaths instead. During the presentation, we zoomed in and out and spun around with truly impressive fluidity, all with a flick of the mouse.
Bron: www.ign.com (Tom McNamara)quote:Even the scenario system has seen a facelift. You can play on three different levels: Easy, Entrepreneur, and Tycoon. Sixteen of the eighteen scenarios are playable on Easy, seventeen on Entrepreneur, and the last one opens up when you complete all the others at Tycoon difficulty. Each progressive type includes more management choices, while Easy has the most automation. Frontier also made the laudable decision of finally including a sandbox mode, where money flows freely and there is no time limit. Just build, mess around, and have fun.
Those who choose the higher levels of challenge will also handle season-specific assignments. In the summer, for example, you may be tasked with selling 50% more soft drinks than average, or 25% more coffee during the cold months. When you complete the objective, you'll get a nice cash reward ($5000, we're told), and then some tasks will pop up randomly, too.
Then there are the themes: Western, Science Fiction, Spooky, Pirates, and "adventure," an Indiana Jones-style setup that includes jungle and Middle Eastern elements. All five building and landscaping types will be available during play, but you don't want to mix them too closely together in the park, because RCT3 now monitors logical flow. You can have a pirate hat booth next to a Space Mountain-type roller coaster, next to a crocodile ride, but the game won't reward you for such a disorienting mix of themes. You'll want to keep this stuff separated into different areas of the park, like with Disneyland. The themes change generic shops to reflect the chosen style (and the generic shops are still available regardless), but there are also shops tailored to each theme. Like the pirate hats, you'll also be able to buy cowboy clothing, futuristic souvenirs, spooky stuff, and other things specific to each set. Frontier also added ATM machines, in case a guest comes in with too little money to be of use to your entrepreneurial desires.
quote:Op donderdag 20 mei 2004 02:20 schreef Fillipe het volgende:
Nu al zin in dit spel! Zomer komt die uit toch?
Prima, lekker in sandbox mode me eigen themepark makenquote:Op donderdag 20 mei 2004 02:35 schreef BMWM3 het volgende:
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