I want to give this game a 9/10 but there are some overlying issues that drag that score down significantly and make me feel like it launched in an unfinished/unbalanced state. I love the game and still think you'll enjoy it if you liked the first game but there needs to be some major balancing and updates before it gets to the point I'd recommend it.
1. Scientists: I like the idea ofI want to give this game a 9/10 but there are some overlying issues that drag that score down significantly and make me feel like it launched in an unfinished/unbalanced state. I love the game and still think you'll enjoy it if you liked the first game but there needs to be some major balancing and updates before it gets to the point I'd recommend it.
1. Scientists: I like the idea of scientists and I think they add more to the game's tycoon appeal as they provide more opportunities for micromanagement and can add a level of strategy and depth not found in the first game. That being said, they should not be a factor in Sandbox mode. You have to set up a new crew of scientists every time you start a park, and I was surprised that you had to do the same thing in Sandbox. This slows the pacing and feels tedious when all you'd like to do is create a pretty park with little worries. Maybe the devs could add an option to unlock everything without scientists when you're creating your Sandbox park? In addition the scientists constantly becoming unhappy after 3-4 tasks is an expensive early game woe for a new park, especially for those that quickly want to start up a new park. 2. Campaign: Or should I say, the lack of campaign? The main story was incredibly short, around 3 hours from start to finish. It almost feels like they were going to lead into JW3 but stopped short because the film was delayed. Some of the more unique aspects and game play ideas are locked to this mode but the missions are so short and move you quickly to the next area that I barely had time to enjoy them. It felt that just when I started getting into a groove the mission would end, and then just as the missions ended the campaign ended as well... it just ends...? In its current form it feels criminally unfinished, and honestly I assume it'll continue when the new film comes out, but if it doesn't I feel like this should have been a 6th Chaos theory mode and not a "campaign" as advertised. 3. Dinosaur health and aggression, "the medical team": I've had completely docile same species dinosaurs with no aggressive traits kill each other, and i'm not just referring to carnivores. The rate that your dinosaurs fight and injure themselves in large parks is way too high at launch. I've had so many fights break out during good weather with every dinosaur 100% happy yet for some reason they fight and the battle damage is so bad I have to heal multiple dinosaurs which forces me to build multiple medical labs just to keep up. Also, I never thought I'd hate "the common cold" more than I do while playing this game. In addition assigning teams to check out the dinosaurs and having them drive back without healing if they can is also tedious, why not heal a dinosaur if you're there? It's just becoming irritating and tedious and at launch this is the feature I dislike the most. If you throw that nonsense in with a severe storm, where you're bound to have at least 2-3 dinosaurs injured and some get sick, it will back log your scientists and medical trucks to the point your game grinds to a halt as you have to manage the injuries and sickness or risk losing your dinosaurs. The whole system feels overly aggressive towards players with large parks and kills a lot of the late game enjoyment. Speaking of storms... 4. Storms: The rate at which storm hit as soon as I spend a large amount of money on dinosaurs and research is highly suspicious. Before I spend a large chunk of cash I save the game, something I learned early on, before I make the purchase because I can almost guarantee a severe storm will hit afterwords. I'll then turn on my shelters and watch my income hemorrhage away and possibly even go into the red, which has happened quite a few times actually, making the park I had spent hours on become a wasteland with no ability to fix the problems needed to start a cash flow again. I've had to reset late game Chaos Modes right before I would have finished purely because my park couldn't recover. My advice to other players? Make multiple save files and hoard cash until you are absolutely positive you could survive a storm with your new purchase. 5. Sandbox mode: why are the dinosaurs locked behind Chaos mode, "campaign", and challenge and why are the maps locked behind challenge mode? Why do I have to use scientists to get a park rolling? Why did they remove the option to turn off carnivore aggression? You can't even use anything without a 30-40 hour grind which was an awful idea. Why didn't they just give you all of the unlocks for creative sandbox mode from the start? This is still a major problem and one that would keep me from recommending it to my friends who just want a relaxed park builder, this definitely feels like an over site and I still don't understand why they didn't update it for the sequel.
All in all, I love the game and I'll keep playing hoping some of my issues are resolved, as of now I believe the game is sitting at a firm 5.5/10.… Expand