This
Thrillville: Off the Rails
review is endorsed by NASA
It
may be grainy, but it's
Thrillville in techni-colour!
Some
of the rollercoasters reach insane speeds,
and they're the ones with a high 'nausea' rating
Thrillville:
Off The Rails lets you to socialise
with park customers, which is a nice touch
Creating
a rollcoaster can be time consuming,
but is well worth it because you get to ride it
Stunt
Rider is one of the coolest
minigames this side of Mario Party
Everyone loves theme parks. Even Scientologists
and Gnostics. I mean,
what's not to like? There's junk food, fizzy drinks, badgers, gravity
pulsing
rides, feral cats, and an atmosphere of pure jubilation.
Even the people who
are desperately trying to hold the vomit in their mouths, who proceed
to blow chunks everywhere just after they get off the ride, they love
theme parks too.
They are a beacon of adventure for all age
groups and I'll be 87% honest with you right here; I was quite excited
about reviewing Thrillville: Off the Rails.
Ever since the
original theme park computer game, aptly named Theme Park, came out on
the PC back in 1994 I've loved these kinds of games. Bullfrog did a
great job back then.
Then Rollercoaster Tycoon came along in 1999 and
went on to become one of the world's best selling games.
And now we have Thrillville: Off The Rails.
The
best way to describe it would be a 'lite' version of the abovementioned
games. You can build a theme park, with hot dog stands, toilets, all
the coolest rides and attractions and of course puke-inducing
rollercoasters (there is even a nausea rating!).
You can dictate the
price of entry, the price of food and rides, and also tweak a
number of other settings, but it's all been
designed to be far more approachable than the other games in the genre.
It
has a somewhat childish theme, and isn't as complex nor has the micro
management of Rollercoaster Tycoon or Theme Park, but considering this
is a console
game it works well.
There are a number of different modes you can
choose from the main menu, including:
New Game: the main
campaign mode. Party Play: 34
minigames, up to 4-players. Coaster Builder:
pure rollercoasting. Online: 34 minigames
online. Load Game:
space-time portal Options: time-space
rift with mayo
The
meat of the game is found in the 'New Game' campaign mode which allows
you to create a basic character, your avatar, who can then walk around
the
park, build stuff, manage the park and interact with patrons.
Being able to chat to the customers in
your adventure park is a clever feature and adds another
element of interaction to the game.
Talking to people lets
you know what they like and dislike about your park (needs more/less
coasters, more/less food etc) and you can even
win them over and make them your friends if you're persistent.
All visitors have 'needs' that you can
discover by talking to them and some of them even help further
the plot, often affecting the storyline.
Some of your customers like a clean park (hire
more janitors), some like to stuff their faces with carcinogenic junk
food (buy more food shops), and some are easily pleased and will even
put up with overflowing toilets. Gravy!
Better yet, you can
challenge your customers to compete with you on the 30 or so minigames
on offer, which is great if like
me you don't have an abundance of real friends. Yeah, I'm talking about
you Rex,
you leech-like filth peddler.
As well as being able to walk
around your very own theme park and talk to people there is of course
the task of building up your park to be the best ever, and there is a
plot too. Something about an evil corporation called Globo Joy trying
to put your park out of
business.
Your
job as park owner and operator is aided by a crazed scientist, Uncle
Mortimer, who is
well-meaning but somewhat dubious. It's never explained where his
R&D grants come from, nor who styles his outrageous
hair do.
Nevertheless, he is a handy bloke to have around
as he ensures that
you'll never have any messy litigation arising from injuries sustained
at your park by developing interesting ways to save the lives of
wayward rollercoaster riders.
The
control scheme during the main game is very straightforward, to the
point where this game can be played by very young gamers. There was a
reference in the press released to the phrase 'family-friendly' and I
think it holds true.
At the same
token, there's enough variety and unlockable rides and new
rollercoaster
pieces to keep older gamers from getting too bored.
There's also
a number of tutorials which do a thorough (read: incredibly slow) job
of teaching gamers of all ages how to build all sorts of attractions,
rides, shops and other things in your park.
The aim of the single
player game is to increase your 'Thrills', which you get from building
new stuff, playing minigames, and completing missions, which will then
lead to promotions.
Missions provide the campaign game with structure
and
without them would become a bit aimless. You can be tasked with simple
things like
building a certain type of rollercoaster, to beating a certain customer
in a certain minigame, but there's also some challenges in there.
Your arch-rival, the Globo Joy corporation, will
do things like bribing magazine critics to pooh-pooh your rides so you
have to build something ultra-daring.
Now, the rollercoasters are often the best bit of
these sorts of games, and to a point this idea holds true in
Thrillville: Off The Rails.
Building rollercoasters, designing the
track layout, and adding literally hundreds of stomach
churning extras, like the loop-de-loops (it's a French word),
terrifying jumps, flips, flaming hoops, sudden drops, and so
forth is a lot of fun, and you can make some outrageous designs as a
result.
As well as a range of different types of
rollercoaster, from the bobsled type, to the traditional carriage, to
car-like hot rods (referred to as WHOA Coasters) and of course
the cool coasters than hang upside-down from an overhead rail, there is
enough scope to make your custom 'coasters absolutely huge,
with an impressively high 'ceiling' that allows you to build extremely
high and max out the speed of your designs.
The bit that I was really hanging out for was
getting to ride my rollercoaster once I'd created it. For the most part
it's pretty cool and the sensation of speed is very good, but there are
better rollercoaster simulators out there.
If I was to be picky, I'd say it doesn't do enough
to immerse you in the moment - it's too rigid and there's not enough
bumps and vibrations like in a real 'coaster. All things considered it
does a good job, and if you've never messed around with a 3D
rollercoaster simulator you should find this one pretty spiffy.
The graphics are pretty good on most of the
consoles this game has been made for (Xbox 360, Playstation 2, Nintendo
Wii + DS, PSP, PC), but are almost inconsequential when referenced
against what you can achieve in the game. This game could easily work
on a Sega Saturn or Sony PSX - it's more about the gameplay than the
eye candy.
As well as the rollercoasters, the toilets, and
the fast food outlets - and assuming you have a positive cash flow -
you can populate your park with one of the 34 minigames on offer (20 of
them from the first Thrillville game). These range from Tank Frenzy, a
Cannon-fodder-like Amiga-inspired arcade game with a top down
view, lots of power ups with simple mindless button mashing fun, to
Bandito Chinchilla, a strangely stylised platformer that takes a leaf
from the Ren & Stimpy book of design.
After playing through a few different parks, I
found myself increasingly coming back to Thrillville: Off The Rails for
the minigames, bypassing the main game and just hitting up the Party
Play mode with some pay-pals. Most games can be played with up to four
players at once, both co-op and battle which is just awesome on games
like Stunt Rider and Event Horizon. I love lists, so here's my
five faves:
Stunt
Rider: The best minigame in the world. It's a simple
side-scrolling bike game not unlike the classic BMX event from
California Games (circa 1987). The slow-mo physics allow you to perform
double back flips on your stunt cycle and the two-player battle mode is
equal parts brilliant and frustrating.
Tank
Frenzy: As mentioned, this is a Cannon-fodder wannabe.
Like almost all the minigames in Thrillville, it's 2D, viewed from
above, and involves lots of button mashing and cartoony explosions.
Robo
K.O.: This is simple-but-satisfying robot boxing, and
often results in real-world blood shed.
Event
Horizon 2: Think R-Type. Side-scrolling shoot-em-up where
you can pick from four different ships that come with upgradeable
weapons. Surprisingly playable this one, especially with two or more
players.
Mini
Golf: The classic game of putt. Far from the best mini
golf
computer game but always fun against friends.
There's also a number of car racing games included
but these are based on the rollercoaster physics engine and as such
your vehicles generally respond a very unrealistic manner. Didn't like
them as much, but there are so many minigames on here that you
could literally play this game for weeks without even trying out the
main single player game.
At the end of a long hard slog with this game, I
was quite surprised with how much fun I had. In many cases these
'family-friendly' games give me the irits but this one is different.
Apart from the galling 'Thrillville theme song' there's a lot to like
here.
With an engaging single-player aspect, deep
rollercoaster customisation, and a sensational selection of
multiplayer minigames, Thrillville: Off The Rails turns out to be one
of the most enjoyable titles that you can play with ultra noobs and
young kids.
Unlike the woozy kid who
tries to hold the vomit in his mouth after having ridden the
hard core rollercoaster, staggering around in a daze laughing chunks of
puke out his nose, this game doesn't blow chunks. It's one of
the few theme park games out there that's accessible to
everyone. Final words: big fun.
Game: Thrillville: Off The Rails
System: PS2
Players: 1-multi Online: Yes Developer: Activision
Distributor: LucasArts