Revisions to guest amenities enable a similar degree of control, and similar sparks of joy. It’s easy to avoid and you’ll only have yourself to blame if you don’t. Staff sabotage can still occur, but only if you intentionally work them too hard. Synthesising an Indominus Rex for only 600k, rather than two million, feels like a deliciously satisfying hack. After some enjoyable trial and error, my second run at Chaos Theory: Jurassic World is made a lot easier by beelining for every scientist who can get me a discount on these tasks. They each have stats and a special skill, and you need to make good decisions in hiring and training in order to overcome some of the steep costs in the late game. Your staff are instead represented by individual scientists, whom you’ll dispatch on most of the above tasks. The three factions from the first game are gone. Making an Indominus Rex for only 600k feels like a deliciously satisfying hack And it’s a shame, because the rest of JWE2 is good enough to deserve your attention. It’s whack-a-mole a brainless interruption. When a dinosaur randomly contracts a disease, I simply hotkey to my vet, issue the same routine treatment orders, and return to what I was doing feeling nothing but annoyed. My problem is that none of the activity that rises from this is interesting it’s just reaction. I guess there’s a certain pleasure in reacting well to crises, and if you like this sort of thing, you’ll be glad to hear JWE2 demands you jump to put out plenty of other, smaller fires. I’ve sincerely tried to find the fun in this. It’s also expensive and halfway up the tech tree. I can research storm protection technology, but it isn’t much help, since it can’t be applied to the facilities that cause the biggest headaches when damaged (namely paddock fences, and the substations that carry power around the park). These are inelegant, jerry-rigged solutions, but they’re more effective than the ones the game offers. Nonetheless you will have to deal with them at some point if you want to try everything that JWE2 has to offer.Īfter several moments of truly hair-tearing frustration, I simply work around the problem by save scumming, or by leaving enough money sitting idle in the bank to soak up the cost of a storm. Its impact isn’t universal: you can tune the busywork in sandbox mode or slightly mitigate it in-game, and storms are more frequent in some scenarios than others. But the one overriding negative is the near-constant, interrupting need to react to short-term emergencies, whether small (a power generator needs refuelling) or large (a catastrophic tornado is ripping up everything I’ve built). Smart changes to the core loop have produced a much better, richer management sim. There are many more moments like that in Jurassic World Evolution 2 than its predecessor. They are bubbling cauldrons of overlapping systems, which organically produce interesting questions of strategy and priority. But for me, the best management games have never been about putting out fires. It’s understandable that developer Frontier would feel obligated to make horrible things happen to my lovely dinosaur park in order to stay true to the movie, and I get that random calamities have been a thing in this genre since SimCity. But Jurassic World Evolution 2 sometimes makes me wish it didn’t depend so much on things going wrong. Jurassic Park is probably the most perfect disaster movie ever made.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |