Thrillville: Off the Rails - This Is Getting Overlooked - IGN: 7.8! GS: 7.5! GI: 7.0!

Zen Davis

Banned



October 17, 2007 - This game is a theme park manager, rollercoaster builder and mini-game collection all wound together into a fun little package. Developed by Frontier Developments and produced by LucasArts, this sequel manages to do a whole lot of things quite well, but sports a few faults that keep it from being the truly impressive title it could have been. But, there's still a great deal to say about Off the Rails, so let's strap in and get this coaster rolling.

The first note we should make is that the game appears to be optimized for the 360 and PC; if not from a developmental standpoint than at the very least from a gamer's perspective. It looks the best on these two platforms (of course) and it runs much smoother as well, encountering fewer lag problems than the other versions. While the remaining platforms are still solid and fun, there is a noticeable enough difference to say that the 360 best demonstrates what this game has to offer, if the game mechanics appeal to you.




So what exactly are those game mechanics? Off the Rails is all about managing Thrillville, an explosively unique theme park run by a single kid/teen (who you can customize) and a kind-hearted but admittedly crazy scientist by the name of Uncle Mortimer (who just has to be a distant relative or spiritual successor to Dr. Emmett Brown). "Managing" can be a somewhat misleading term though, because the majority of this game revolves around building placement and mini-games. If you're a fan of simulation games and micromanagement, but you also enjoy a pinch of party fun, this may be a title that's right up your alley.

Your overarching task is to manage five different amusement parks that you unlock as you go, all of which belong to the same Thrillville family. Each park has three separate areas or zones with an individual theme, and within each zone you have three open spaces where you can arrange, customize and decorate amusement park attractions. Sound confusing? It is at first, because the game throws a lot of information at you within the first few moments, but things become progressively clearer as you go. In fact, what seemed like a nearly insurmountable task to us at the beginning turned out to be a walk in the park; managing your own personal Thrillville isn't that hard at all.

Most of the game places you in control of a single character that can run around the park and interact with rides, coasters, guests, and pretty much anything else within the park boundaries. Your management duties involve deciding what rides and stalls should be built, what dollar amount should they charge for their services, hiring/training staff and arranging marketing campaigns. Again, this assortment of activities may seem abundant, and there is a lot to do, but it does become mundane after a while.




When dealing with controls, you usually have the ability to take advantage of either the motion-sensing capabilities of the Wiimote or just use a traditional approach. Some of the mini-games have no motion-sensing ability though. This use of motion feels fine, though we imagine that they were added more as an afterthought, because the mini-games work just as well on non-motion-enabled consoles, and they sometimes work better.

One promising element of the game is the ability to interact with the guests and actually build dialogues with them. You can even flirt with a teenage member of the opposite sex, but unfortunately these branching conversations are very limited and repetitive. This issue with repetition happens to be the problem with the fundamental gameplay as well. Things are fresh and fun as you build up and realize the vision of your first park, but after you do the same thing three to four times, it starts getting old.

Another major component of the gameplay mechanics is building rollercoasters, which is done by piecing the coaster together one track segment at a time. You just point the Wiimote in a direction and you can twist it to twist the track. If anything, this is the best implementation of the Wii's motion controls in the game, because it actually makes building rollercoasters somewhat more instinctive. The system isn't perfect though, by any means. But with this tool, you can create some pretty interesting and borderline insane rollercoasters, yet for some reason we didn't feel totally rewarded for the effort. If you're really interested in this sort of deeply customizable mechanic, however, it's sure to please - and being able to take a ride on your own creation is definitely a plus.

The real fun of the game for us was playing the mini-games, because a surprising number of them were truly entertaining. The reason a number of them are so much fun is because they adhere very strictly to the most fundamental and beloved designs. For example, Autosprint is just a run-of-the-mill top-down racer, and Stunt Rider is a 2D side scroller where you can lean forward and back to keep alight on your motorcycle - very similar to an online Flash game of the same type. There are also some top-down shooters, side-scrolling shooters, puzzlers and rhythm games to boot. Ultimately, whether or not you enjoy this particular collection depends on whether or not you enjoy playing simple spin-offs of the classics. If you demand incredible innovation in everything you play, don't expect much out of this package. Frontier Developments has clearly borrowed the timeless game formulas we all know and love and put them to good use, but hasn't changed them much.

Off the Rails' mini-games also serve as the game's primary multiplayer dynamic, because every mini-game can be played with multiple people, and often times across multiple modes, like battle and cooperative. Some of the mini-games support this feature more gracefully than others. The best example, and one of the best items in the collection, is Bandito Chinchilla, a side-scrolling brawler with a Mexican flair. This incredible gem documents the brief journey of a fighting Chinchilla as he works vigorously to rescue his kidnapped sister. Fantastic. Bandito Chinchilla is hysterically fun when played with friends, and although it's short and simple, it's definitely a highlight of the collection.

As we mentioned before, this game does have several problems worth addressing. The most obvious problem, though not necessarily the most serious, is the game's graphical presentation. While some of the mini-games look great through their simplicity, the actual game doesn't quite push the system. More problematic is the repetition in the gameplay. While the mini-games are fun, they could have used a bit more variety because a handful of them are just the same game with different skins (especially the FPS entries). Furthermore, building up the parks can be fun at first, but it just grows tedious after a while due to your inability to truly design park layouts - you're restricted to building within the pre-designated spaces. Lastly, the game's soundtrack can be fun and even impressive, but the songs end up repeating a lot, which could be problematic assuming you don't turn them off.

Closing Comments

Don't let these issues discourage you when deciding whether or not to give Off the Rails a try: it's still a lot of fun. We enjoyed it, and a handful of those mini-games are pretty classic. If the game's structure sounds like it would appeal to you, consider giving it a try because (for the most part) the pros outweigh the cons.


Hmmm.... Interesting....



img_9730_01.jpg
 
[quote name='bmulligan']I'm excited, yet afraid.[/quote]

Does this not mean that you are in fact 'thrilled'?
 
I'm just afraid of another crappy Wii game. I'm getting really disappointed, overall, with the shit they're shoveling to market. Most of these Wii games aren't even living up to Gamecube standards, graphically, or in content and depth. I know I may be starting to sound Like Chris in Cali, but most of this crap being released at $50 is an insult to my wallet.

Hot Wheels: Beat That was one of the other ones I got at TRU and I just read the whopping 4 point review IGN gave it. Good thing I didn't open that one either. Maybe I'm just projecting my angst on an undeserving game. Sorry, Thrillville.

This actually looks like it could be enjoyable and I'll probably open it and take the plunge tonight or tomorrow.
 
No worries man. Give us an update. Didn't they have something like Paper Mario/Godfather/Scarface/Metroid or something akin to that?
 
Okay this game seems to be getting heavily overlooked and thus this thread deserves a bump.

Gamespot Review:

Many games promise that they're "fun for the entire family," but very few actually deliver an experience that can be enjoyed by both kids and adults alike. Thrillville: Off the Rails is one game that makes good on this promise. Whether building your own amusement park or playing the games and riding the rides, there's never a shortage of ways to have fun. Thanks to the inclusion of 50 minigames, Off the Rails is one of the better party games out there as well.

Thrillville's single-player campaign places you in the role of a theme park manager. Your goals include making the guests happy, ensuring the critics give your park a fair shake, and preventing a rival theme park from ruining your park's reputation. You start off with one theme park broken into three distinctly themed areas. As you complete missions like playing minigames, building certain rides, and managing staff, you're awarded thrill points, which eventually unlock new parks, each with its own theme.


Most of the minigames are really fun.

There are simulation aspects to Off the Rails, but nothing as deep as other "Tycoon" games. Sure, you can set prices, run advertising campaigns, and even borrow money, but there's very little benefit to be gained by doing so, and money is never a problem. Most of your time will be spent placing rides, stalls, and games, and, of course, building coasters. Placing new attractions is a piece of cake: Scroll through a menu until you find what you want to place, locate a good spot, and press a button to drop it into place.

Unfortunately, you're a bit limited as to where you can place buildings as well as how many you can place. Each building consumes power, and each of your park's three areas has a limited amount of power available. This seems to be the game's way of making sure the frame rate can keep up, but it's frustrating to have the room and the money to build something, only to be told that there's not enough power available. This doesn't ruin the game, but it would have been nice to be able to place more stuff.

Building coasters is surprisingly simple. If you're not into designing your own roller coaster, you can purchase prebuilt rides with the press of a button. But that would mean depriving yourself of one of the game's best aspects. It's really easy to build a crazy coaster. All you have to do is pick what type you want (wooden, hanging, flume, and the like) and then start dropping pieces into place. The interface is intuitive, and while the camera can sometimes be frustrating and the auto-track-completion rarely finds a solution to ending your ride, you can complete your first coaster in a matter of minutes. Of course, you're going to want to make your signature ride a memorable experience for your guests. This is where the "whoa" pieces come into play. Flaming hoops, brick walls, loops, corkscrews, and more can all be added by choosing a whoa piece from the menu and dropping it into place. You won't want to go too crazy, though, because you don't want the ride's nausea rating to be too high. Actually, that's not true. While your guests may think they don't want a ride that's too insane, what better way to end a ride than by not ending it? By not connecting your track back to the station, you can create a "crash coaster." This is exactly what you think it is--the car reaches the end of the track and flies right off. It sounds insane, but because you parachute gently to the ground, the kids love it, even as their parents watch in horror from the ground.

Building rides is just a small part of the Thrillville experience because everything you build can be ridden or played. There are 50 minigames included here. Many of these are knockoffs of arcade games like Gauntlet, Offroad, and 1942, but there are some original games to be found and most of them are a lot of fun. First-person shooters; puzzle, racing, and flying games; platformers--you name it, it's here. You can play these minigames anytime you like, and you can even play them from the game's main menu in a party game format. The game does a nice job of integrating them into the campaign. You might need to get a high score in a particular game so that you can win a prize with which to bribe a critic, or you might need to chase off some annoying robots that hack your attractions so that they can ride for free by shooting a bunch of them in a futuristic first-person shooter. These missions come along just often enough that you'll appreciate the break from running your park, but not so often that you'll feel like they get in the way.

It's how the game balances all this variety that makes Thrillville so much fun. Everything makes sense--you're not just doing minigames for the sake of doing them. If you need to train an entertainer, you do so by performing a dancing minigame. Should you need to fix a ride, you do it by connecting wires in a somewhat difficult, but still fun, minigame. Even figuring out what you're doing right or wrong is handled smartly. You can talk to any patron about a number of subjects, but if you don't feel like yapping to everyone in sight the game will let you know the more important stuff by having park-goers shout out their problems as you walk by. When you've heard a dozen customers complain about not being able to find a drink as you've walked from one end of the park to the other, well, you get the idea, it's time to build a drink stand. Off the Rails also achieves a good balance between being fun for adults as well as children. It's not a particularly challenging to build a cool park, but that doesn't really matter because the fun comes from playing minigames and building the most over-the-top rides possible. While the campaign mode is technically single-player only, it's fun to play with another person. It's not hard to envision parents handling the controls while younger children detail just how they want their coaster built.

Thrillville isn't a great-looking game. In fact, it barely qualifies as good looking, even on the PC and the Xbox 360, where it looks the best. It has a cartoonlike style to it, and there are lots of bold, bright colors to be seen. The 15 or so areas of the parks each have a unique design that might not be supercreative (there's a beach town, a snowy mountain, a futuristic area, and an underwater section, to name a few), but they all serve to make each park feel like its own special place. It's fun to customize your rides' themes and colors, even if they don't have much of an effect on your park's success, outside of a few specific missions. Though the game isn't filled with detailed textures, lighting and particle effects, or anything else that should push a console to its limits, Off the Rails doesn't run perfectly on any system. The 360 and PC versions have some frame rate hitches; the Wii version runs fairly well (and uses motion controls to let you build your coasters) but has some nasty aliasing issues; the PS2 version is aliased and runs pretty choppily; and the PSP iteration suffers from some long load times and a sometimes stuttery frame rate, though it does let you play multiplayer via Wi-Fi, which is nice. None of these technical issues ruin the experience, but it's worth noting that the game would have benefited from some sharper visuals.


Don't worry--in this world, crashing coasters are considered cool.


At least the game sounds good. The older crowd might not dig the soundtrack, which sounds as if it were ripped straight from Radio Disney, but the music fits the game's lighthearted feel. The voice acting is solid, too. There's a surprising amount of dialogue in the game, and while the conversation options might not rival those in Mass Effect, there's a lot you can find out by simply walking up to someone and talking to them.

You can spend hours building your park, or you can just play minigames; you can play alone, have someone play the role of advisor, or get a group of people together and play the minigames like a party game. It's how everything comes together that makes Thrillville: Off the Rails such a good overall experience and one that truly is "fun for the whole family."
 
I finally cracked the case on this yesterday and I can say I'm thoroughly entertained so far. The fighting game shown in a snap in the OP is pretty dull, but the tanks game and the bi-plane dogfight games are spectacular ! I haven't played more than an hour yet, but that's because my kid won't let me play. He's having a great time making roller coasters which is surprisingly fast and fluid with the Wiimote. As I said, I got it from TRU for buy2 get 1, so I paid $36 for it instead of $50. Some places have it for $40 like Meijer. I'd say it's a definite pickup for $40 if you've never played the first one before.

The graphics pretty much suck and it's obvious it's a port form the PS2, but it's fun nonetheless. I almost returned this to TRU but I'm glad I didn't.
 
[quote name='bmulligan']I finally cracked the case on this yesterday and I can say I'm thoroughly entertained so far. The fighting game shown in a snap in the OP is pretty dull, but the tanks game and the bi-plane dogfight games are spectacular ! I haven't played more than an hour yet, but that's because my kid won't let me play. He's having a great time making roller coasters which is surprisingly fast and fluid with the Wiimote. As I said, I got it from TRU for buy2 get 1, so I paid $36 for it instead of $50. Some places have it for $40 like Meijer. I'd say it's a definite pickup for $40 if you've never played the first one before.

The graphics pretty much suck and it's obvious it's a port form the PS2, but it's fun nonetheless. I almost returned this to TRU but I'm glad I didn't.[/quote]

Good to see that the game was worth picking up.

I think this just got overlooked in the Holiday rush to be honest and a little awareness can't hurt it.
 
Why did you pick up hotwheels bmulligan?

I am thinking about getting this one for the wife.

Is there anyway to downsize the quoted reviews? Trying to read this thread is a bitch.
 
[quote name='Snake2715']Why did you pick up hotwheels?

I am thinking about getting this one for the wife.[/QUOTE]

Exactly. Seriously, hot wheels? Does that mean you own every halfway decent game for the Wii and are forced to buy the shovelware?
 
[quote name='Snake2715']Why did you pick up hotwheels bmulligan?

I am thinking about getting this one for the wife.

Is there anyway to downsize the quoted reviews? Trying to read this thread is a bitch.[/quote]
Footnotes version - IGN :

* Off the Rails is all about managing Thrillville, an explosively unique theme park run by a single kid/teen (who you can customize) and a kind-hearted but admittedly crazy scientist by the name of Uncle Mortimer (who just has to be a distant relative or spiritual successor to Dr. Emmett Brown).
Gamespot :

* Many games promise that they're "fun for the entire family," but very few actually deliver an experience that can be enjoyed by both kids and adults alike. Thrillville: Off the Rails is one game that makes good on this promise. Whether building your own amusement park or playing the games and riding the rides, there's never a shortage of ways to have fun.

* It's how the game balances all this variety that makes Thrillville so much fun. Everything makes sense--you're not just doing minigames for the sake of doing them. If you need to train an entertainer, you do so by performing a dancing minigame. Should you need to fix a ride, you do it by connecting wires in a somewhat difficult, but still fun, minigame. Even figuring out what you're doing right or wrong is handled smartly.

* You can spend hours building your park, or you can just play minigames; you can play alone, have someone play the role of advisor, or get a group of people together and play the minigames like a party game. It's how everything comes together that makes Thrillville: Off the Rails such a good overall experience and one that truly is "fun for the whole family."
 
Zen,

Thanks!

But I meant in literal width. Something is making me have to scroll across to read anything here at work with just this post.

*edit,

It would probably make it more friendly to view as well to other people reading this thread.
 
[quote name='JoeTheZombie']How does this game compare to Rollercoaster Tycoon 3 on the PC? It's one of the few games that I still use a PC for.[/quote]

I never played Rollercoaster Tycoon but I find Thrillville quite charming.
 
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