Thrillville - updated impressions
Turns out running your own theme park doesn't have to be dreadfully boring
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
You'll still need to tend to the business aspects of running a park, but that's been made fun, too. The rides need maintenance, so you'll have to hire staff to keep them running - but thankfully, the training sequence is a minigame unto itself. Same goes for the groundskeepers: strap on a vacuum and suck up the papers and empty cans yourself for a few minutes to train your main trash picker-upper. Once he learns, he'll train other personnel on his own.
Building and riding the rides is clearly the main hook (in addition to the mission-based game mode, there's a Blueprint mode that lets you build and test wacky creations just for sandbox fun) and, while this could have been a chore, our demo showed how easy it was. Shuffle through track segments and tack them onto each other; if one doesn't fit, it'll turn red. Just try another. If you get partway through building a ride and sort of lose interest, simply ask the game to try to finish the track for you. And if you build a ride that's, you know, impossible, the game will fudge the physics for you rather than strand your train on the tracks.
Weekly digests, tales from the communities you love, and more


