Jurassic World Evolution Torosaurus
In order to breed a new dinosaur, you need to excavate fossils for DNA extraction. Once enough DNA has been obtained, the specimen becomes viable and can be brought to life in the Hammond Creation Lab. The more complete the genome, the more modifications can be made to the dinosaur.
These modifications allow customisations to the dinosaur’s appearance, health, defence, attack, resilience and overall rating. The higher the dinosaur’s rating, the more popular it will be (resulting in a higher cashflow).
Jurassic World Evolution isn’t a particularly challenging or demanding theme park sim, but it has its quirks, and does a poor job explaining many of its systems. On any of the remote tropical.
At the start of the game, this process can be quite slow and tedious; with only one dig team being available (dig teams, like research and breeding times, work in real time within the game). However, as the game progresses, and as different rewards and research tiers are unlocked, the process becomes quite quick through the addition of building modifications that allow for processes to run faster and cheaper.
It just takes some patience to get to that point. Patience that is often tested by Jurassic World Evolution’s three branches of management.
On each island there are three core management branches that gamers must focus on: science, entertainment and security. Science focusses on research and creating new dinosaurs, as well as simply looking after them, how they live, and allowing them to thrive. Entertainment is all about creating the world’s best theme park, with dinosaurs being the main attractions in the park.
Security is focussed on how deadly you can make the dinosaurs, but then also ensuring that the dinosaurs remain in their paddocks and do not consume guests.Unlike traditional simulation games, whereby players can choose to focus on one particular management branch over another, Jurassic World Evolution forces players to dabble in all of them. Each division has at a least one main mission per island, and several other optional missions. These missions result in new rewards for the player to use (unlocking new dinosaurs, different genetically modified skin variations, new paddock walls, etc). However, in order to gain access to these unique missions, players must first increase their reputation in each division. This is achieved through completing a variety of randomly generated contracts: for example, taking a picture valued at over $5000 or discovering a new ‘small herbivore fossil’, among many more.Players can choose which contracts to accept and may also request new contracts. A total of three contracts may be active at any one time. Unfortunately, after several hours of playtime, these contracts become fairly repetitive and make maintaining a balance between the divisions quite a challenge.
This is partly because each contract has values that increase or decrease your reputation amongst all the divisions, not just the one the contract is for. In addition to this, some contracts can be completely unattainable (I think this may be a bug). There are moments, for example, where a contract would ask me to breed a particular dinosaur that is still locked behind a dig site that is not yet available. Worse still, are the main division progress missions that require certain dinosaurs to be bred with unique characteristics. Even though you might have already met those requirements, simply from playing, you need to meet them again as the mission only counts dinosaurs that have been created once the contract is active (this happened numerous times). Then there are those strange moments when one of the divisions decides to sabotage your park, since you are not giving them enough “attention”. In truth, this aspect of the game is a little odd.Throughout Jurassic World Evolution, each of the heads of the relevant departments – Kajal Dua for science, Isaac Clements for entertainment and George Lambert for security – will pop in with anecdotes about the park.
When they do, they will almost always talk about what needs to be done to keep the park safe and in a good working order. Prompting you to always be careful and vigilant. Then, out of the blue, one of them will sabotage the park in the most ridiculous way.
Whether that is through poisoning the dinosaurs, cutting the power to the park or opening all of the paddock doors, the end result is the same: visitor casualties. It is a strange design choice to have the department heads, who actively appear to want the park to succeed, to then sabotage the park by causing mayhem that ends up with visitors dying savagely by agitated dinosaurs. I feel that the game would have been far better served with outside factions attempting to derail each park (like a “Dinosaur Conservation Group” or a competitor to InGen looking to steal “genetic secrets”) and then utilising the strengths of each department to fend off the ‘attacks’.
Nevertheless, the game in its current form has you consistently micro-managing internal fights between the departments that are supposed to be making the park function. When coupled with repetitive dialogue and missions tasks, these department heads quickly become forgettable nuisances. In addition to the three core management aspects, players who want the coveted five star park rating will also have to contend with visitor satisfaction, disease, weather and, worst of all, dinosaur comfort.Visitor satisfaction, in its current form, is quite superficial.
Despite several guests meeting their demise at the jaws of carnivores during a tornado event, for example, the overall park satisfaction and star rating will quickly return to normal once the situation has been handled. Judging by how the game allows for the player to view certain park aspects, such as the food, fun, transport and entertainment needs of guests, it is quite easy to obtain a five star rating by building amenities (hotels, bars, toy shops, monorail stations and more) to cater for their needs (space permitting). I would assume that visitor satisfaction will most likely be further enhanced and become more integral to the success of a park as the game matures.Diseases rarely occur, but do have the ability to wipe out dinosaurs if not dealt with in a timely manner. They only really pose as a threat if the necessary research has not been completed for the diseases that are menacing the park (handy tip: always research diseases first). With that said, they are easily dealt with once the cures are researched and seldom pose as real threats to the parks.Natural disasters are present in the game in the form of storms and tornados, the latter of which can truly cause some despicable mayhem. Although Storm Defence Stations can be placed to help mitigate the damage caused, if a tornado hits you can be sure that pandemonium will ensue.
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Activating the Emergency Shelters as a storm warning is issued, however, will often preserve the park rating and give you the needed time to manage any damage caused by the storm. It also allows you to reign in any dinosaurs on the loose. Speaking of dinosaurs, the worst part about the weather is that it has a direct impact on dinosaur comfort.Easily one of the most challenging aspects of the game is managing dinosaur comfort. Every dinosaur in the game has several aspects that need to be catered for in order for the dinosaur’s comfort levels to remain in the green. These include basics like food and water, and more challenging requirements like social (how many of the same species must be in one paddock for the dinosaur to be happy), population (total number of dinosaurs that this particular dinosaur can tolerate in one paddock) as well as grassland and forest requirements (the amount and kind of space the dinosaur requires to remain happy). Over all, the systems work quite well.
With that said, there are a selection of dinosaurs that are incredible fussy about their paddocks. Even just placing one tree to many, will cause them to rampage and break through the electrified concrete walls (any dinosaur can break these walls, the strongest in the game, including an unhappy Gallimimus – which is just ridiculous).It is also worth mentioning that dinosaurs in Jurassic World Evolution have a ‘comfort radius’. This means that a dinosaur’s comfort level is dynamic. So even if you have created the perfect paddock, should a dinosaur roam to a corner of the paddock that it does not like, the dinosaur’s comfort will drop, and instead of moving away to be comfortable again, the dinosaur would rather become agitated and break free from its enclosure. To be frank, this is more a problem with dinosaur artificial intelligence than it is with the dinosaur comfort system, and I certainly hope it is improved upon as the game matures.Overall, managing crises in the game is fairly straight forward. Have a diseased dinosaur? Make sure you have researched the cure, then assign a Ranger to administer the cure to the sick animal.
Is a dinosaur rampaging through the park? Get a ranger to fix the paddock fence, then get an Asset Containment Unit (ACU) helicopter to tranquillise the dinosaur and then issue yet another ACU command to return it to its enclosure. The gameplay mechanics work well, and the controls are very easy to use, especially on console.
However, as great as the control methods are, the game is severely let down by some truly unfortunate and frustrating micromanagement.Micromanagement in a simulation game is part and parcel of the genre. There is no question about it. With that said, there is a fine line between when something should be micromanaged and when it is nothing more than an unneeded chore. In Jurassic World Evolution, aspects like searching dig sites and extracting then splicing DNA are interesting and can be done in your own time.
These elements are therefore annoyingly repetitive, but still enjoyable because you may do them at your own leisure. What becomes annoying very quickly, however, is needing to manually refill the food supply units in dinosaur paddocks (among many other repetitive tasks).Instead of the Ranger teams automatically refilling food as it is depleted, it is up to the player to do this. The same is true for deceased and diseased dinosaurs, as well as for fixing broken buildings and paddocks. It also applies when needing the ACU to reign in some unruly dinosaurs – you have to manually activate the ACU and manually select each dinosaur. Once tranquillised, each dinosaur must also be manually selected for transport back to their paddocks.
Very few things in this game are automated. Almost everything is manually done. Granted, this design choice was implemented for one very specific reason: the game has first and third person modes that allow players to drive jeeps, fly helicopters and even ride in gyropheres.As fantastic as these third and first person experiences can be, and they really are quite excellent (one of the best features of the game), the issue is that the micromanagement of all of these varying systems can be incredibly frustrating in the long term. Especially when you have a very large park or when your park has just been ravaged by a tornado or a saboteur. Given how players have to manually repair damage from storms, tranquillise escaped dinosaurs, discard dead dinosaurs, move tranquillised dinosaurs back to their enclosures, send archeologists to dig sites, extract DNA, and heal unhealthy dinosaurs; something as simple as refilling a dinosaur feeder begins to feel like to much work.
Jurassic World Evolution Torosaurus
It is simply one more element to consider, one that really should be an automated process; and it takes away from what is actually a fun and engrossing simulation game.Despite some odd design choices for how the divisions work in the game, and how there are practically no automated systems for anything (even feeding dinosaurs), the game has a wonderful charm to it.