“If you want to put lots of dinosaurs in a small space, do you have enough space to put in enough ground nuts and ground fruit for them all to be happy? And the territory they need will get bigger as you add more dinosaurs – two ankylosaurids will need a certain amount of space, but five will need more.” I didn’t get to see any tensions arise from this system, but as your park expands and you have to fit ever more dinosaurs into ever less space, Newbold hopes it’ll force some interesting decisions. This feeds into the all-new territory system, with dinosaurs seeking out their preferences within their enclosures and dynamically defining their home turf as they do so. With the new and varied biomes, dinosaurs have intricate terrain preferences, too: my T-Rex sulks when there isn’t enough sand in its paddock, so I put some in, which it then nuzzles contentedly with its snout. Herbivores graze on the foliage that you put in their habitat – which makes so much sense that it’s baffling plant feeders were even a thing – but they have far more sophisticated diets, and will demand their preferred menu of fibre, fruit, nuts, and leaves. Essentially, both dinosaurs and guests are much more complicated now. My session with the sequel is just long enough to see how Frontier is trying to fix this, if not to judge whether it’s succeeded. Perhaps this kind of thing was more necessary in the first game because without it, there weren’t enough decisions to make. I roll my eyes, open the shelters, issue a bunch of reflexive orders to repair the fence, tranq and replace the asset, and then return to what I was doing feeling nothing but mild annoyance. Plenty of other decisions are, and when these are interrupted by a random storm that unleashes one of my T-Rexes, I don’t think ‘cool! A fun new problem to solve!’. It’s that the decisions they force on you aren’t interesting. I guess they’re a thing in the films, too, but my problem with them is the same as with putting natural disasters in Civilization VI. At one point a sandstorm distresses my poor stegosaurus so much that it busts out of its enclosure, and Newbold confirms that hurricanes that directly damage enclosures are still a thing. Not that the first game’s problem of occasionally arbitrary challenge has entirely gone away. If you’re just up for a leisurely stroll through the campaign, though, these projects are less time sensitive, so perhaps the game will succeed in offering the best of both worlds. Also, “in some of the challenge mode levels you’re racing to complete the level in a certain time,” which might mean you can’t afford to wait to get the DNA for that shiny spiny spinosaurus that’ll give your park the ratings boost it needs.
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Newbold points out that you need to build a staff centre before you can do so, and that staff still cost you money while they’re resting, so there’s that. I love that sabotage is more directly linked to a decision, though the cost for simply letting your scientists take a break when they need it seems pretty mild. If sabotage occurs now, it’ll be because you worked your people too hard, not because you failed to please everybody in a system that made it hard to do so if you also wanted to progress. Each scientist also has an ‘unrest’ meter, which builds as they work, and if they get fed up then they may act against you game director Rich Newbold compares this to Dennis Nedry’s disgruntlement at John Hammond in the first movie. The three factions are gone – thank goodness – and your staff are individual scientists now, who can be hired, fired, trained, and assigned tasks such as research and expeditions. If your park gets sabotaged now, it'll be because you worked your people too hardīetween these two missions I get a pretty clear handle on what’s changed in the basics. Picking up from where Jurassic World: Fallen Kingdom (the latest movie) left off, Jurassic World Evolution 2 charges you with rounding up the dinosaurs that are now roaming the continental United States, for their protection and ours. The campaign opens with a stage-setting cinematic made of glossy slides, establishing a much more coherent premise than the original’s vaporous quest to dress up the Las Cinco Muertes archipelago.
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Based on roughly two hours’ play, Jurassic World Evolution 2 is an iterative sequel that takes precise aim at those frustrations, while also adding a fair bit of new meat to its predecessor’s bony frame. Even when it went on to eat several guests.īut for all this goodwill, ‘JWE’ had a lot of frustrations. Releasing an alpine-skinned Velociraptor from a hatchery as its sinister, twitchy face blinked and sniffed the air made me feel like a proud mother hen.
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It was a management game about building a park full of dinosaurs, and the dinosaurs were brilliant. Jurassic World Evolution got the important things right.