As a collection of excellent multiplayer
mini-games, Thrillville is stunningly
good fun. As a cohesive single-player
park-management campaign? It’s just
not quite there. Yet.
SCORE
06/DEC/07
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Words. Put them on paper
and their combinations
can be interesting,
entertaining, drenched in sorrow or
laugh-out-loud funny. With the time
afforded by a writer to pour his or her
words onto the page, their ability to
communicate comes across far better
than the writer is capable of in an
average conversation.
Thrillville, on paper, is a stunning
collection of ideas; it’s a theme-park
management game in which you live
within the world of your park, talk to
your customers, satisfy their needs,
build new rides, play dozens of fun
mini-games and take on missions.
On paper, Thrillville should be the
most entertaining piece of software
ever devised, but pick it up and play
it for an extended period and you’ll
quickly realise that, like so many
socially reserved writers, it just doesn’t
communicate in real time like it does on
the page.
This type of game has been around
since the Stone Age, but Thrillville
pushes many boundaries in its attempts
to avoid the inevitable pigeonholing
thrown at it from those who’ve
played Theme Park and/or any of the
RollerCoaster Tycoon series. Unlike
those games, LucasArt’s amusementpark
adventure won’t force closure of
your park because you forgot to build a
toilet or because you haven’t employed
enough janitors to keep the place free
of stray burger buns. In fact, Thrillville
doesn’t force you to do anything; sit
and do nothing and time will pass, but,
while your theme park isn’t going to
be topping the charts, it won’t come
crumbling down around your ears
either. It’s a nifty approach. No one
really wants to be spending their time
in a game rearranging placement of
the gents so that their clientele don’t
soil themselves, because let’s face
it, where’s the fun in that? But it’s a
difficult balance to master – without
the worry that everything may go tits
up at any time, your reason for existing
in the game world loses some degree
of focus.
The single-player game is your typical
everyday, ho-hum, run-of-the-mill
sandbox, resource-management partygame,
rollercoaster-building simulation.
Once you’ve selected an appropriate
avatar for yourself, the game’s tutorials
kick in, offering you lessons on
missions, chatting with punters, playing
mini-games and building new rides.
With this out of the way, you’re free to
explore your fiefdom of fun in any way
you think is appropriate. We couldn’t
help ourselves – the ONLY thing on
our minds, given free run of the park,
was to build the biggest and baddest
rollercoaster in Christendom. Coaster
building is insanely easy, allowing you
to essentially drive the track in any
direction you wish, with the only
tricky part being joining each end to
create a circuit. Frontier has thought
of this, though, and has included a
handy auto-finisher to save you the
bother of correctly lining up your
white-knuckle masterpiece. It’s great
fun the first time you do it and riding
your creation is a blast, but we were
amazed at how quickly coaster building
became a chore; it’s something that
everyone needs to do once, but just
not something that stands up well to
repetition.
As well as all of your standard
theme-park rides and attractions there’s
also some top-notch (and multiplayer)
arcade games on offer here. With
around 40 different games, you’ll
certainly not be short of things to do,
with anything from ‘Event Horizon 2’
(an outstanding R-Type clone) to ‘Saucer
Sumo’ (a multiplayer push and shove
game). One of our personal favourites
was ‘Bandito Chinchilla’, a kind of cross
between Viewtiful Joe, Double Dragon
and Ren & Stimpy. It sounds mad, we
know, but in practice it’s nothing short
of hilarious. And it’s these mini-games,
especially if you have some extra bodies
and a few spare pads lying around, that
rescue Thrillville from the mirthlessly
mundane. When you consider that
many of these are equal or better than
anything that Xbox Live Arcade has to
offer, you’ll be getting far more game
here than a penny under £40 has any
right to buy you.
It’s not all magical mini-game
merriment, though. Thrillville has a few
issues that you should know about.
Visually, and despite the obvious nod
to a more cartoon stylee, it is a bit of a
letdown. Even a game of this type has
no excuses for looking like it’s running
on last-gen gear and yet there are no
apologies made for it looking as basic as
it does. If you’re looking for a stunning
next-gen (read: current-gen) theme
park, then you won’t find it here. Finally,
as alluded to earlier, the single-player
game is just the wrong side of dreary
and repetitious. Perhaps it’s for this
reason that the developer has attempted
to jazz it up by including chat missions
and collectables, but the conversations
on offer are far too saccharine, dull and
pointless and the collectables are just
erm… collectable.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson