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Gareth von Kallenbach (980 KP) rated the PlayStation 4 version of Jurassic World Evolution in Video Games

Aug 14, 2019  
Jurassic World Evolution
Jurassic World Evolution
2018 | Simulation
People are fickle creatures by nature. They say they want to experience a time when dinosaurs roamed the earth and then they suddenly abandon you when they decide your park is too dangerous. So what if a few people got eaten when my cash flow dried up and my Ceratosaurus had no choice but to break free of its enclosure and snack on a few visitors. Is that really a reason to decide my park isn’t worth visiting any longer? I think not. That is just how things are when you are trying to build a combination of zoo and theme park in Frontier Developments’ latest park simulator game Jurassic World Evolution.

As a kid I used to spend time with my older sister playing dinosaur hunter with my old View-Master and some 3D slides of dinosaurs. We’d pretend that we had gone back in time to an age where dinosaurs walked the earth. As I got older, and technology improved dramatically, I had the opportunity to experience Jurassic Park when it was first released on the big screen and my simple exploration dream turned into a dream of what it would be like to experience this in real life. While dinosaur cloning hasn’t become an actual thing…yet, Jurassic World Evolution introduces you to a world of fossil digging, dinosaur incubating and park managing.

At it’s core, Jurassic World Evolution is a theme park management sim. It’s much less complex than Frontier’s other theme park sim, Planet Coaster, and of course brings with it the main draw of “living” dinosaurs. There are three major departments that you are trying to appease as you bring your park to life, Entertainment, Science and Security. As you play through the initial campaign, you will be given tasks from each department who are all trying to further their own agendas. Entertainment is focused on adding attractions, bringing people into your parks, and ensuring your profit margin is as high as possible. Science is focused on furthering the study of the dinosaurs, ensuring their survivability and tracking down and bringing to life numerous other species from around the globe. Finally, Security is trying to ensure that should a disaster strike, the proper fail-safes are in place to minimize the impact to the visitors and the park. While satisfying all three of these factions is the best way to make money and make your park a success, the tasks you do will impact your reputation with one department as you satisfy the requests of the others. It becomes a balancing act between ensuring each faction is as loyal and happy as possible (to avoid sabotage and espionage) and making enough money to ensure your park continues to function.

You begin the game with a sizable amount of money that you use to build your park and send teams on archeological digs around the world to unearth dinosaur fossils. The teams then bring back the fossils for you to practice your dinosaur cloning skills. Successful dinosaur cloning will result in absolutely breath-takingly detailed dinosaurs being added to your park. It’s up to you to ensure that the dinosaur enclosures are well suited and comfortable for the individual species of dinosaurs that will live in them. Each dinosaur has a specific set of traits that determine its’ comfort level. Some dinosaurs need grassland to run around in, while others are social creatures that don’t do well in solitary confinement. If your dinosaur’s comfort decreases below 50% they will attempt to break free of their enclosures and find what makes them happy and sometimes snacking on fear-stricken patrons is what they seek. So, keeping their comfort levels high is one key to avoiding major catastrophes in your park. After all, a happy dinosaur is one that is less likely to attempt an escape and snack on your paying patrons.

Ensuring your guest are happy and spending money is another key to running a successful park. Adding buildings and attractions for your guests to spend money on increases the rating of your park and adds additional cash flow. You will need all the cash you can get to keep things running smoothly and to prevent “accidents” from occurring. You will also need cash flow to research building improvements, finance other archeological digs, and ultimately continue to grow your park into what you had always envisioned it could be.

Graphically Jurassic World Evolution is absolutely stunning. The dinosaur models are gorgeous, and the weather effects (particularly when it’s raining) take on a near photo-realistic quality. This is easily one of the best-looking games available in this genre. When you aren’t busy managing the park, you’ll have the opportunity to pilot a helicopter and chase down escaped dinosaurs with your handy tranquilizer gun. You will also be given tasks where you will drive a Jeep through your park to do things such as replenish feeders or take pictures of your creations. The ability to traverse your park and get up close and personal with everything you have created is a real joy. As you progress, you can also unlock additional islands for you to create parks on and each island has its own unique challenges and adventures.

No game is perfect however, and Jurassic World Evolution certainly has a few issues. One of the more annoying issues I encountered is that some quests you are given are ones that you had already completed. Instead of the game recognizing I had already completed the quest, I had to redo what had already been done for the quest to continue. In the early stages of the game when you are asked to incubate a specific expensive breed of dinosaur when you have already done so (and it will cost you more than you can really afford to spend) it can get annoying fast. Some folks might also get tired of some of the more monotonous areas of the game, as flying a helicopter to tranquilize an escaped dinosaur the first dozen times you do it is exhilarating, but after that it can start to get a little stale. Additionally, there are some tasks that simply take time to complete such as waiting for a specific type of dinosaur to finish incubating before moving on to the next phase of the mission. As stated above there are ways to help pass the time (drive a Jeep and take some pictures for example), but an option to speed up the time just a bit would have been a real benefit. All-in-all though, these are pretty minor issues I had with an overall amazing game.

The developer Frontier is known for regularly updating their other games, including free (and paid) releases. While I think this game launches with an already incredible amount of variety, I suspect that Frontier will continue to add additional content and dinosaurs to the game. Considering the game launched without mod support (and whether mods will be supported in the future is still unclear) it’s important to have a developer who will continue to update the game and keep things fresh. This is an area that I believe Frontier will do an amazing job.

Jurassic World Evolution isn’t the perfect theme park simulation, but it’s pretty darn close. If you enjoy theme park simulators but have been intimidated by others on the market, you certainly should give this game a try. If you love dinosaurs or ever dreamed of owning your own Jurassic Park someday then this game is an absolute no brainer purchase. I was excited when I got my hands on it at E3, and the final release lived up to all my expectations and more. It’s truly an incredible game in one of this generations most beloved franchises. So, jump in the Jeep and “Welcome to Jurassic Park” (cue the Jurassic Park theme song).

What I liked: Stunning graphics, Accessible theme park management, Huge variety of dinosaurs

What I liked less: Some missions needing to be repeated for no reason
  
Lost Ruins of Arnak
Lost Ruins of Arnak
2020 | Adventure, Ancient, Exploration, Travel
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.

Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.

“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.


While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.


The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.

To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.