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Your job is to boost every so often and not fall off. With this minigame, you’re just controlling a coaster, literally on rails, to its destination. Some of you out there might be jumping for joy at the lack of motion controls, but a fair bit of Kinect Sports Rivals was actually well done and innovative. “Ride” is probably the least exciting of the bunch, as it’s basically Kinect Sports without the Kinect. A certain score is required to progress through the campaign, which should take you roughly 10 hours or so to complete. You’ll get the “Ride,” “Demolition,” and “Engineer” subtypes, with roughly three to four stages for each activity. The actual game on the other hand is very simplistic - often to a fault.Įverything is broken up into three core concepts, strung across six different zones. Whether it’s the chill electronic soundtrack or the bright and beautiful skylines, I’m constantly in a state of therapeutic bliss.
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The thing I like most about Screamride is the commitment to the theme. It’s never laugh-out-loud hilarious but it strikes a nice balance tonally to the point where I’m typically smiling.
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In a dystopian future, a mega-corporation has recruited thrillseekers to test out various dangerous rides and experiences “for the future of mankind.” It’s all very eerie while at the same time adding in comical effects like people flying off the back of a boat to their death. MSRP: $29.99 (Xbox 360), $39.99 (Xbox One)īelieve it or not Screamride actually has some semblance of a story. In the end though, Frontier Developments’ formula is a therapeutic way to spend an afternoon, even with its faults. You do that over and over, with mixed results.
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Instead, it’s more like a series of minigames based on three concepts - creation, destruction, and riding. Growing up with Sim Theme Park and RollerCoaster Tycoon, I relished the idea of creating and managing my own commercial park and divining new and innovative ways to thrill people. When I first saw the debut trailer for Screamride, I assumed it was a simulator.
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