![]() ![]() Malfunctioning animal marketplaces required multiple game restarts, hardly any available blueprints for obligatory buildings were available, and the AI needed to be smarter. Proper male/female ratios of species can beįound here, as well as endangered status and fun facts.īugs most likely related to the beta status caused some animals to refuse to eat or drink without evident reason, to the point of dying of malnourishment or dehydration when next to a full drinking spot. There’s a convenient ‘Zoopedia’ for players to use, not only for entertainmentīut also to help run the place. In contrast to the credit system, after a certain point the cash flow (as in, dollars) seemed to grow exponentially, and there wasn’t any lack of building opportunities - I could build to my heart’s content within the space and use animal data to determine habitat interiors regarding terrain and enrichment tools.Īnother positive highlight was the educational aspect Lions and elephants were still a good thousand credits away. Genes, and after ten hours I barely got to my first baby zebras - the cheapest Traders would annoy me by selling elderly animals or critters with terrible (which is good!) my frustration with this system ruined most of my time Since there are no microtransactions to add Credits Further complicating matters is that animals with good genes cost more, requiring a larger investment and fewer Credits left in my wallet. With these prices, the only way to earn an increased number of Credits is by having animals mate and releasing or trading these animals again, which means sacrificing my barely grown-up zoo babies. With this economy, even the suggested progression of diversity in species feels hardly possible. My impressions following this is that a starter zoo feels demotivating and stagnant because I couldn’t get any of the animals I wanted from the start, and also because adopted animals cost at least the value of the reward for releasing them. Starts with 300 Credits, not affordable right away. Tigers, lions and elephants cost thousands of Credits. The problem here is that the most interesting animals such as bears, Marketplace, which is (regrettably) also the only possible way to purchase The higher the value) or by trading these animals into an online animal Release an adopted animal back to the wild (the more a species is endangered, The only way to earn these Credits is to either While everything could be purchased with in-game dollars, the most important aspect of a zoo, the animals, required a secondary currency called Conservation Credits, and these Credits were the biggest problem I had with Planet Zoo. I could potentially start a franchise with multiple zoos all over the planet in the full release, but options were limited to Asia in the build. The Franchise mode had me create my own zoos from the ground up, and this served as the main gameplay component of the beta. There was only one challenge available which mostly served as a tutorial, and was about 30 minutes long. The Career mode consists of chapters with clear objectives within a pre-rendered fictional zoo - it basically functions as scenario challenges. ![]() Animals have to be traded, staff has to be managed, and pathways and buildings have to be carefully constructed.ĭuring the beta, I had access to the Career andįranchise modes of Zoo, with the Sandbox mode being unavailable. The player can create their own emergent narrative by building a park to spec as desired, in this case, a zoo. Planet Zoo is, just like its predecessor, a sandbox simulation game with flexible camera control within a confined area. While Zoo successfully manages to create an experience with the potential to be as intriguing as its predecessor, Planet Coaster, many flawed design options seriously limit the premise I fell in love with. Having played Planet Zoo for about ten hours during its beta period, I hadn’t anticipated being worried about the impending release. ![]()
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