Sunday, December 12, 2010

Thrillville: Off The Rails


It’s not an argument Thrillville seems interested in putting to bed, either. But what it does do is prove that ‘too kiddy’ isn’t always a bad thing. For a game where you have to build theme parks, it’s easy to grasp, which is both its main strength and its main weakness. There’s never a feeling of ‘oh no’ and slinking behind your sofa in fear when confronted with a new plot of land to fill with rides and stalls.
Everything is simple to set up and tweak, so it’s not long before you’re fleecing eager punters near the entrance with overpriced balloons, hiring cheerleaders to dance and setting up a hot dog stand right next to your nausea including rollercoaster. Just for kicks. Yet it’s also too easy, which is where the ‘too kiddy’ tag becomes detrimental to Thrillville and its really a very fun game. There’s not much subtlety involved beyond building, building and more building.
Often, when the groundwork is done, you just sit on your pot of gold as money accumulates beneath your bum. While Thrillville offers plenty of options to distract you from being idle, letting you take part in your rides or even flirt with your customers, you’d rather be doing something a little more worthwhile with your time. it doesn’t have the spinning plates chaos of its genre stablemates, which both makes it more relaxing to play but also some shallow.

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