2015’s first roller coaster game is almost here, and it’s a unique one. Screamride is a game made by the team responsible for RollerCoaster Tycoon , which alone has given it a lot of attention. But there are likely some qualities about it that you aren’t aware of.
Although there’s a free Screamride demo available on the Xbox Store, there are some things you won’t get to see that are in the full game. This guide will help you paint a clearer picture of what the game is all about.
Check out these facts about Screamride :
8 Things You Might Not Know About Xbox One's Screamride
Riding coasters ain't easy
ScreamRider mode lets you ride roller coasters made by yourself and others, but it isn't as easy as just hopping into a coaster and watching virtual people enjoy the ride. In order to achieve high scores, and in many cases ride the coaster to completion, you need to lean into corners, manage your speed, press the turbo button at the right time, and be timely when hitting jumps. In other words, you actively participate in riding the coasters, and it takes some practice to get good at it.
There are 3 coaster types...
When designing a roller coaster you'll have three options for what type of coaster to employ:
Rocket Coaster - Can utilize booster rockets for quick speed gains.Gliding Coaster - Can glide through the air, making it great for jumps.Exploding Coaster - Explosions.
and 5 demolition cabin types
It's likely that Demolition mode will become your favorite of the bunch, and thankfully it has some variety. It offers you several cabin types for launching into structures, which include:
Ball Cabin - Can be rolled when on the ground.Fragmentation Cabin - Breaks off into 3 pieces.After Touch Cabin - Can break off into pieces after contact.Bounce Cabin - Will bounce upon contact up to 3 times.Sticky Bomb Cabin - Is equipped with explosives.
You're encouraged to be evil
If you've ever built a death park in RollerCoaster Tycoon , you'll feel right at home in Screamride . This isn't so much a game about giving your audience a good time as it is about pushing the boundaries of what roller coasters can do. Several of the campaign missions will ask you to purposely make rides so frantic that riders get sick, or launch your coaster through the air before landing back on the track (hopefully).
You'll earn bonus points for scaring your riders, and you might just find yourself earning bonus points for ejecting them out of your coasters.
You can see how sickening your rides are
Feedback is an important element of creating things, and Screamride has plenty of it.
For one, riders will express themselves during and after rides. You'll see them smile, brace themselves, and even get sick.
Additionally, during testing you can view metrics for your rides which include Scream (overall intensity), Intensity (g-forces), and Nausea (how sickening the ride is). This helps you fine tune the ride to be as crazy or fun as you want it to be.
There is no park simulation...
If you walk into Screamride expecting a construction and management simulation, you might be disappointed. There is no way to manage the people who enter your park, costs, shops, or anything of the sort. This is more of an engineering game than a simulative one.
but there is a powerful Editor
Screamride has an Editor that allows you to shape the foundation of your park, in addition to allowing you to make some extremely complex rides. This is where the game stands out in the genre, as it is truly the first roller coaster game to let you build just about anything you can imagine with an intuitive interface. Made better, you can share your creations with the world.
One track type
Sorry roller coaster fans, there is only one type of coaster in Screamride: a sit-down coaster on rails. So, you can't make a flying coaster like Tatsu, a fourth dimension coaster like X2, or anything extraordinary like that. On the plus side, there is a fantastic level of control you have over what you make with the one track type.