Edited on: September 28, 2025
Posted on: April 19, 2022

dnovraD
Possesseur vérifiéJeux: Avis: 76
I get what it does, but I don't like it.
BLUF: This game is closer to Theme Park than RTC, and I don't like that. Bluntly put, this isn't a theme park sim, it's a theme park logistics sim. If you're the sort of person who enjoys the thrills of having to actually organize food deliveries to your park, then go wild. I'm not. I prefer more abstraction, and less distraction. Parkitect adds many things which could be considered features, but they feel more as misfeatures (and performance sinks) to my personal thoughts. Immersion, item deliveries, staff paths, and more. Introducing these feel like putting in purposeful flaws into what would otherwise be a quite fun game. There's too many moving parts and none of the individual parts do a really good job to add to the whole sum of things. The artstyle which while I understand the idea of, is just completely flat compared to the joy of a well designed pixel art rendition of a scanned 3D object or hand drawn art; most of the rides feel like shapes that were glued together in a 3D editor. The UX/UI is probably the worst aspect of the game. It feels bland, claustrophobic, underdesigned, lifeless; a masterclass in how to make menus feel bad. Since this game is 99% menus, that's a BAD thing. One thing which I've found particularly baffling is that you can (in sandbox mode) completely flood the park. To what end, is completely unknown, seeing as the water overlay effect would render such a park innavigable. Why even allow the player to do this? I get what Texel Raptor was trying to do, but I don't think they quite stuck the landing. Complaints about the UI have been consistent since before release and I find it rather baffling that no effort has been placed towards improving this aspect. Hiring a graphic designer could prove lucrative.
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