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Though punishing, and perhaps a little fickle, the game shines by letting players take over the movie parks and see how they’d run things differently.
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It’s an engrossing simulator game: Turn fossils into living creatures, keep your workers happy so you don’t get Dennis Nedry’d, and place that T-shirt shop in your preferred spot next to the velociraptors. But for the uninitiated, Jurassic World Evolution 2 lets you build your own Jurassic Park (or Jurassic Worlds, if you prefer the sequels). If you played the dinosaur expansion pack for Zoo Tycoon back in the day, you already know what I’m talking about. Jurassic World Evolution 2 is the follow-up to 2018’s fantastic park simulator. And in Jurassic World Evolution 2, building my dinosaur zoo felt like conquering millions of years of history. Ian Malcom famously said in Jurassic Park. These prehistoric creatures have no business being on our earth anymore, and I’m not sure I have any business pushing back against nature with my well-placed pond, guest pathing, attractions, and boba shop. That’s what I thought to myself - or shouted aloud in my office - during the toughest moments of Jurassic World Evolution 2. Watching a velociraptor prance around a cage is cool for sure, but seeing it rampage through the park is even better and the damage modelling for walls and vehicles does a great job at emphasising the creatures’ immense destructive powers.The dinosaurs should’ve just stayed dead. Where the dinosaurs are at their absolute best however, is in the rare moments where things start to go well and truly wrong.
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Each of the 75 or so unique species is wonderfully modelled and beautifully animated, a fact which you can only truly appreciate by taking manual control of one of your park’s vehicles to see them up close. There are also small annoyances here and there, like having to manually refill a building’s fuel supply every time it runs dry or the inconsistent collision detection that occasionally makes object placement miserable.ĭespite this, I always found that the allure of the dinosaurs themselves proved more than enough to hold my interest. While individual guest needs are a good idea on paper, it’s weird you can run a profitable park while choosing to ignore them. Watching a velociraptor prance around a cage is cool for sure, but seeing it rampage through the park is even betterĭisappointingly though, I quickly discovered that these categories are almost entirely redundant in practice and the haphazard placement of a few toilets, food stalls, and emergency shelters always proved more than enough to keep the majority of my visitors happy. Taking luxury as an example, this type of guests demand the presence of higher cost attractions like spas or hotels. There are basic requirements, like access to food and drink, and secondary needs determined by the visitor’s adherence to one of four categories: luxury, adventure, nature and general. While dinosaurs are easily satisfied through the placement of a couple objects or quick change in terrain type, park guests have two sets of needs to fulfill. Whether the understandable byproduct of budget constraints or scheduling conflicts, it’s a shame that they couldn’t get at least a couple lines recorded with the man himself.Īlthough the campaign mode focuses solely on creating enclosures to house various dinosaurs, with success represented by an increasing overall comfort level, the others introduce humans into the equation. Even though Pratt’s stand-in does an okay job with the character of Owen Grady, his performance pales when placed directly alongside the original.

Bryce Dallas Howard portrays Claire Dearing and several other cast members also return, but their presence only highlights the noticeable absence of Chris Pratt.
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Still, series fans will likely appreciate the surplus of wonderfully acted lines from Jeff Goldblum-who reprises his role as Dr Ian Malcolm.

In fact, apart from a cliffhanger ending which teases the upcoming movie, the story hardly attempts to expand the wider universe. Unfortunately, the whole story, which consists of only five total missions, can be comfortably completed in under two hours, leaving little room for development in the hastily explained plot. The campaign’s narrative picks up directly after the events of the latest movie, Fallen Kingdom, with humanity struggling to adapt to life among an abundance of (spoiler alert) recently escaped dinosaurs. The premise is simple, you’re tasked with the construction and management of a series of dinosaur theme parks fashioned after those of the titular film franchise.
