Let’s imagine a blank canvas on which to design the amusement park of our dreams, the same one we dreamed of visiting in our childhood, and even in more adult ages. Let’s imagine that there are no limits to our imagination, that we can extend a roller coaster full of dizzying turns and make it plunge into the sea and then go through a mountain tunnel. Sagas like Theme Park and Rollercoaster Tycoon have established a chair and nostalgia in the genre, and we needed a new title to open the doors again. All eyes are on Park Beyondfrom Limbic Entertainment and Bandai Namco, a theme park simulator with the leitmotiv of impossibility. In FreeGameTips we have played 3 of its campaign mode chapters and we have also stirred up its Tailor’s Drawer mode. Today we tell you our impressions of this management adventure that will be released on June 16, 2023 on PC, Xbox Series and PS5.
The revolving cups of the corporate world
Let’s imagine a blank canvas on which to design the amusement park of our dreams, the same one we dreamed of visiting in our childhood, and even in more adult ages. Let’s imagine that there are no limits to our imaginationthat we can extend a roller coaster full of dizzying turns and make it plunge into the sea and then go through a mountain tunnel. Park Beyond, by Limbic Entertainment and Bandai Namco, is a clue of ingenuity in which to manage our theme park under the leitmotiv of impossibility. In FreeGameTips we have played 3 of its campaign mode chapters and we have also stirred up its Tailor’s Drawer mode. Today we tell you our impressions of this management adventure that will be released on June 16, 2023 on PC, Xbox Series and PS5.
It all starts with a paper plane that we throw out the window and the wind ends up blowing it away. And our imagination begins to trace the rails of a roller coaster in the middle of the city to retrieve it. Here we take the first steps in Park Beyond to learn how to create one of the most complex structures of our future theme park, and we discover basic notions such as placing the rails, the chain elevations and some other extravagance such as propelling cannons or the rails outside way to cross a lake And let’s not forget the importance of carrying out the pertinent security test to verify that our crazy journey is viable.

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And our creativity draws the attention of Blaise, a girl with an inquisitive mind and overwhelming personality who proposes to us to revitalize a theme park company. Shortly after we will meet our team: Philthe quirky director with a daring and dreamy mind; Izzy, in charge of financing our projects and with a sensible vision; and Sofía, the engineer who loves to defy the laws of physics with her designs. Later, we will meet more characters who will join our adventure to create the most amazing theme park that breaks the industry standards.
The limits of the impossible
The version of Park Beyond that we have played is a theme park under construction in terms of graphics. At the moment, it appears that need to polish the animations and synchronize them with dubbing. Regarding localization, we observed a great job when it came to moving the texts. However, the acting level of the dubbing actors is quite irregular, with some cases where certain enthusiastic attitudes lack naturalness. What we do see quite advanced is its soundtrack, very festive and catchy.

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But let’s get back to the game itself. In the campaign mode, we will go step by step revitalizing abandoned parks and vacant lots to turn them into a paradise of fun. While the creation and management system seems pretty deep to us, Park Beyond goes step by step to show us everything it can offer us, with which the inexperienced public in management video games will easily adapt to the rhythm of the game. Even navigating through the creation and editing menus has become highly intuitive and comfortable for us.
At the first business meeting, we will establish the definition itself of our theme park. Do we want to set it in the Wild West, celebrate science fiction or pay homage to Leonardo Da Vinci? We must also take into account our target audience: adults, families or teenagers? Even if we prioritize one of these three groups, we must not forget that people of all kinds will come who also deserve and expect a satisfying experience.

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there is no fun without logic
The most basic thing will be to create the paths that will take our visitors to the attractions and food and drink stalls. And let’s not forget to create entrances and exits in the attractions, with a queue that has the right distance to avoid collapses and not bore people. When we begin to create the first structures, we will receive the first visits. But there is no reason to rush. Can pause time to build the most basic attractions and, from there, model our park according to the needs and preferences of the public. Controlling the time, at any moment of the game, will allow us how to rethink our strategy at our own pace.
Little by little we will learn the most basic of our park: fun, maintenance and hygiene. Let’s not forget to hire the cleaning staff and entertainers, who will join a team that will include doctors and technicians. Let’s also remember to include toilets, benches and food and drink stalls. Likewise, the criticisms of our clients will give us an idea of the shortcomings and strengths of our paradise of vertigo.

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As the level of happiness of our visitors increases, as well as our benefits, we will level up and we will be able to investigate new elements to enhance our theme park. New attractions, new food stalls and much more. We will also have a bar “incapacitation”, with which we can take some of our facilities to a new level to make it even more attractive. Here we will also see some of the most delicious creations: the usual mechanical octopus, but this time it plunges passengers into the water; a gorgon that shakes us with her snake hair, and much more.
As for the customization of the attractions, we can choose the price of the ticket and the music that plays at all times, as well as choose the color of some details. At the food stalls, we can unlock new delicacies and pay attention to whims, more expensive products that people will be willing to buy if their level of satisfaction is high. And let’s not forget to pay attention to trends and events: sometimes, there will be attractions that receive a subsidy, or products that are highly coveted by our visitors.

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We don’t want to get off this attraction
Once we learn the basics of the campaign, we can enjoy the catchall, the free mode in which we can create a park at our own pace and with all the possibilities and mechanics unlocked. If we wish, we can also set ourselves goals, challenges and objectives.
And although impossibility is the main motto of Park Beyond, security will be important when creating our theme park. Our roller coasters, as crazy as they are, will not be able to open to the public until they pass a safety test, which will consist of a train being able to complete the entire route without derailing. If there are errors, we will need to review and correct the rail segments to see what is missing. Correct a curve? Chain lift? A faster start? Add brakes?

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The icing on the Park Beyond cake is that we can experiment our attractions in first person, although we found this feature more interesting on roller coasters. And it is that although it is fun to get on the Temple of Medusa, seeing the screen go around does not produce much fun. However, living our tours has seemed exciting to us.
In our game, Park Beyond he has known how to hook us like a good management game, in which we are always aware of how to improve and expand our theme park. At the moment, we find it to be a very stimulating title for the imagination, where we can allow ourselves to experiment with the terrain, its verticality and some bodies of water to create new (im)possibilities in our amusement park. Next June, our roller coaster will start that will balance our fantasies with profitability.

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