Is JWE too hectic ?

gamestar review is quite good overall. But one of their key points for criticism, is that the player is constantly getting hammered with things to take care of, at least once he has access to the second island. The reviewer said he would like to have more time to be able to enjoy the park, but it was getting more hectic.

He also mentioned that the player will get some serious setbacks with tornados, sabotage, blackouts and running dinos (sometimes all at once).

I hope there will be some slow and quiet phases so I can plan and enjoy the islands, but maybe the only way to do that is the sandbox?
 
Well - it is a park management game :)

The playthrough last night did seem to give the impression that things were always needing attention, though I'm sure as you get better then you will get spare time.

According to the IGN review you will have plenty of time as they wanted a fast-forward button for times when they had nothing to do, so who knows.
 
Well - it is a park management game :)

The playthrough last night did seem to give the impression that things were always needing attention, though I'm sure as you get better then you will get spare time.

According to the IGN review you will have plenty of time as they wanted a fast-forward button for times when they had nothing to do, so who knows.

Isn't that actually the point? It's supposed to be a park management game, not a park micro-management game.

From the looks of it (reviews, videos) the player has to manually take care of every single empty feeding station, sick dinosaur or broken fence. At least some aspects of the game (feeding stations, sick dinos) should have been automated, so more depth and player interaction could have been moved to other parts of the game (construction/decoration, staff management, park economy).
To be honest, at the moment I do not think that I'm going to buy the game in it's current state. I rather wait for a year or two and buy a finished (and hopefully more complex) game for half the price. It's a shame, because I genuinely wanted to pre-order and play the game tomorrow.
 
to me it definitely seems like there will be plenty of optional downtime in between stuff happening. The playthrough on Penna did seem very intense with loads of stuff to take care of after the tornado did it's bit, but then I'm not expecting to spend a lot of time marvelling on a nighttime island anyway

Watching BIS playthrough at the moment, he's constantly moving around doing things, but there's also no real rush on anything he's done so far (over-excitement seems to be his downfall lol) so there doesn't seem to be a reason that you can't just hold off on stuff for a few minutes and lay back. Just be prepared to get very hands on with a lot of stuff when disaster strikes
 
I'm sure they'll be some downtime...I hope haha failing that always a pause button to take a breather :D

The reviewer said there is no pause-function to be able to take your time for needed commands.
There is probably only a simple pause/esc/return to settings, but you can't do anything ingame during that.
 
One thing i didn't realise was how quickly the dinos die at the start, the first few struthies have already died of old age so need to keep resupply for the exhibits, does seem a bit overwhelming at first.
 
Isn't that actually the point? It's supposed to be a park management game, not a park micro-management game.
Yes, it's a park management game, but by the nature of the franchise it's also a "fend off inevitable doom for as long as possible" game. There are different challenges on different islands; in some cases it'll be that there isn't a lot of space to achieve the profit level you're after. In other cases it'll be that the environment is hostile. In others, you'll be trying to build a large park and your attention will need to be everywhere.

I can see that there's a case for automation of certain aspects as the game progresses -- this is usually to avoid tasks becoming overly repetitive, and the automated tasks are usually replaced with other, more challenging ones. In this case, the way I imagine the game will go is that in the early game we'll be all about driving the jeep or flying the helicopter. In the later game where we have more to worry about, we 'automate' this process through task list delegation. Further progress allows us to queue up more tasks and to have more resources, which further automates the process. I guess to balance that increased automation, the game increases the challenge by making escapes / storms / etc. more frequent and with a lower tolerance for failure. I'm interested to see whether the RPS / IGN reviews are accurate in that it's boring rather than challenging, but I'll be doing that by playing the game rather than going on what other people are saying.
 
One thing i didn't realise was how quickly the dinos die at the start, the first few struthies have already died of old age so need to keep resupply for the exhibits, does seem a bit overwhelming at first.

JPOG was the same
50% Genome were equal to 6 month, 100% were 5 years life expectancy
 
Well - it is a park management game :)

The playthrough last night did seem to give the impression that things were always needing attention, though I'm sure as you get better then you will get spare time.

According to the IGN review you will have plenty of time as they wanted a fast-forward button for times when they had nothing to do, so who knows.

I am maybe biggest FD fan and should avoid being biased here....but that review sounds a bit...emmm....unprofessional.

Has he played city management recently? :D
 
Isn't that actually the point? It's supposed to be a park management game, not a park micro-management game.

From the looks of it (reviews, videos) the player has to manually take care of every single empty feeding station, sick dinosaur or broken fence. At least some aspects of the game (feeding stations, sick dinos) should have been automated, so more depth and player interaction could have been moved to other parts of the game (construction/decoration, staff management, park economy).
To be honest, at the moment I do not think that I'm going to buy the game in it's current state. I rather wait for a year or two and buy a finished (and hopefully more complex) game for half the price. It's a shame, because I genuinely wanted to pre-order and play the game tomorrow.

Then people would whine about how there is no management in the game. What do people expect? In real zoos they still have to feed the animals. They don't have robots that clean up the animals poop.

People said Planet Coaster lacked management. Which IMO it did not. You could hire and fire staff, set wages, set the price of things in shops, set what they sold and what extras they used. Planet Coaster has plenty of management options.
 
Then people would whine about how there is no management in the game. What do people expect? In real zoos they still have to feed the animals. They don't have robots that clean up the animals poop.

People said Planet Coaster lacked management. Which IMO it did not. You could hire and fire staff, set wages, set the price of things in shops, set what they sold and what extras they used. Planet Coaster has plenty of management options.

In this case, Compies would clean up the poop.
 
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