

Despite the hyper-stylised look, it’s a strong overall presentation packed with detail and life and that probably owes quite a lot to the fact that this is a PC and nu-gen console release only with no PS4 or Xbox One support in sight as of now. We saw examples like the Candyland and Western theme which both looked great, and hopefully the finished release ships with even more. Visually everything looks to come together in a way not dissimilar to something like Planet Coaster, with a cartoonish look that can be tailored with various park themes. I do wonder, based on footage we saw of the track being placed in the surrounding forest of the map, how much scope there’ll be to expand parks or place things around the outskirts, but I guess that’s something we’ll wait to see in future. It’s good to see that players will be able to experience the ride themselves as well in either a first-person or cinematic view. The Impossification system makes a return here with modules that can be added such as cannons that’ll fire your park-goers from one track to another. The modular coaster system was designed with ease of use and creative freedom in mind and looks incredibly quick and intuitive to use to churn out thrilling coasters.

Over-the-top flat rides are one thing, but theme park connoisseurs know that an establishment lives or dies by the quality of its rollercoasters, and from the footage we saw and what we learned from the team it looks like Park Beyond has that covered.

The team weren’t quite ready to talk about the specifics of things like shops and food, and whether anything outside of the rides themselves can be subject to Impossification, but it’d definitely be neat to see them get nice and weird with things here. This is bolstered by the kind of deep park management systems that you’d expect from the genre, with players tasked to make all-important decisions around staffing, finances, park pricing and managing visitor happiness – all the hallmarks of a good park builder. There will be heavy elements of decision-making in the game with players needing to take regular meetings with Phil and Izzy to decide the direction of their parks through proposals and compromises that will ultimately decide player milestones and goals in the game proper. You’ll see Phil and Izzy in the trailer, Phil being the eccentric dreamer and Izzy being the financial realist, and these two become your partners in park-building. It all starts with a story-driven campaign, where players embody the visionary architect of their theme park and take on a mission-based progression that sees them work alongside a cast of characters to become the stuff of theme park legend. Luckily for us, key members of the Limbic team were on hand to further explain Impossification and what else sets their game apart.

You can see glimpses of Impossification at work in the Gamescom trailer, where the usual fare of theme park rides is taken to an impossible (and probably highly dangerous) level of thrills – whether it’s a triple-level carousel ride, a kraken literally throwing carriages of park-goers into the air or a ferris wheel with (count ’em) eleven wheels. With German developer Limbic Entertainment ( Tropico 6, Memories of Mars ) at the helm, Park Beyond looks to take the classical ideas of a theme park-sim and crank everything up to 11 by virtue of a game-changing mechanic called Impossification.
