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| Zoo Tycoon DS (DS); Review | |
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| Topic Started: Monday Jun 5 2006, 10:41 AM (201 Views) | |
| Chiasmata | Monday Jun 5 2006, 10:41 AM Post #1 |
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Sense is not common.
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[doHTML] <table border="1" cellspacing="0" bordercolor="#000000" width="100%" id="AutoNumber1" bgcolor="#E6E6E6" bordercolorlight="#000000" bordercolordark="#000000" cellpadding="0" style="border-collapse: collapse"> <tr> <td width="796" valign="top"> <table border="0" cellspacing="0" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber2" height="154" cellpadding="3"> <tr> <td width="100%" height="70"><b><font face="Tahoma" size="4">Zoo Tycoon DS</font></b></td> </tr> <tr> <td width="100%" height="23"><font face="Tahoma" size="2"><b>Developer:</b> Blue Fang/Microsoft</font></td> </tr> <tr> <td width="100%" height="23"><font face="Tahoma" size="2"><b>Publisher: </b> THQ</font></td> </tr> <tr> <td width="100%" height="23"><b><font face="Tahoma" size="2">Genre</font></b><font face="Tahoma" size="2"><b>:</b> Simulation/Tycoon</font></td> </tr> <tr> <td width="100%" height="23"><font face="Tahoma" size="2"><b>Players: </b>1</font></td> </tr> <tr> <td width="100%" height="23"><font face="Tahoma" size="2"><b> Classification: </b>G</font></td> </tr> <tr> <td width="100%" height="23"><font face="Tahoma" size="2"><b>Release Date: </b> 17/11/05</font></td> </tr> </table> </td> <td width="186"> <table border="0" cellspacing="0" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber9" cellpadding="0"> <tr> <td width="100%"> <p align="center"> <img border="0" src="http://home.iprimus.com.au/loynes/DSA/zootycoon.jpg" width="220" height="197"></td> </tr> </table> </td> </tr> </table> <p align="center"> </p> <table border="1" cellspacing="1" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber3" bgcolor="#E6E6E6"> <tr> <td width="100%"><b><font face="Tahoma" size="4">Introduction...</font></b></td> </tr> </table> <p><font face="Tahoma" size="2">First up, a disclaimer. I am a massive, <b> massive<i> </i></b>Zoo Tycoon fan. I own both Zoo Tycoon and Zoo Tycoon 2 for the PC, and each and every expansion pack and official download for both games. When I heard that Zoo Tycoon was coming to the DS I almost wet myself. Zoo Tycoon is, unexpectedly, a game about running a zoo. You play as the omnipotent manager of a zoo, with the welfare of animals, staff and guests in your hands. You can construct animal exhibits, adding terrain, trees and natural features to suit the animal's natural environment. How suitable the enclosure is for the animal impacts on their happiness, which then influences the enjoyment the guest receive from watching that animal. You also add guest amenities such as eating areas, restrooms and amusements. Most scenarios within the game rely on both animal and guest happiness, or an achieving a certain goal, such as breeding x number of animals or reaching a certain income, etc. </font></p> <p><font face="Tahoma" size="2">It all sounds simple enough, and familiar to anyone who's every played a Tycoon game. How could such a simple formula go wrong? Well, if Zoo Tycoon DS is anything to go by, things can go horribly, terrifyingly bad. </font></p> <table border="1" cellspacing="1" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber4" bgcolor="#E6E6E6"> <tr> <td width="100%"><b><font face="Tahoma" size="4">Gameplay...</font></b></td> </tr> </table> <p><font face="Tahoma" size="2">Let me start at the beginning. The DS can load a game in a heartbeat, right? So there is utterly no reason to subject the player to 16 seconds of unskippable logos upon loading the game. Yes, I timed it. Sixteen whole seconds, for four logos and one copyright screen. For any other platform 16 seconds would be fine, but on the DS it is utter grating. I might sound like I'm nitpicking here, but this is a prime example of how this game must have been designed by a team who have never even used a DS. </font></p> <p><font face="Tahoma" size="2">The menu and navigation systems within the game are... interesting. The map is displayed on the top screen, and the menu on the bottom. You can scroll around on the top screen using the D pad, and select animals/objects using A. The touch screen is used to navigate the menu system, which is always extensive and the greatest portion of Tycoon games. The touch screen is also used to add fences and terrain to the map, but in the most utter convoluted way. Upon selecting which fence/terrain type to place you're presented with a diagrammatic view of the map on the touch screen, made up of a grid with green coloured squares showing where a fence piece can go, and red squares showing map areas that are too uneven or already used, where fences can't go. The grid is centred around the cursor on the map, and changes as you scroll around the top screen. The grid also covers more area than the top screen shows, but on the touch screen is scaled down so that you can see all the squares. This means that it can be utterly impossible to see where you're actually going to place the fence, or to correlate between red obstructed squares on the touch screen and what the obstruction actually is on the map. This leads to an utterly trial and error method for placing fences. Especially since in the DS version you can only drag out a square shaped enclosure, not place individual fence pieces. On top of that, once you've drawn out on the touch screen where you want the fence to go you have to tap an 'OK' button. However, there's no way to deselect a square to stop the fence going there. Yes, there is a button to deselect all the squares, but not just one or two. This is frustrating. Utterly, utterly frustrating.</font></p> <p align="center"><img border="0" src="http://home.iprimus.com.au/loynes/DSA/terrain.jpg" width="287" height="400"></p> <p align="center"><font face="Tahoma" size="2"> <a href="http://reviews.cnet.com/Zoo_Tycoon_DS_DS/4528-10068_7-31424388-2.html"> Terrain placement is appauling</a></font></p> <p><font face="Tahoma" size="2">The terrain placement uses the same grid based top screen/touch screen combination and suffers from the same problems. Often, you'll find yourself placing terrain outside an enclosure when you're trying to work inside because there's no representation of fences, paths or any object on the terrain grid.</font></p> <p><font face="Tahoma" size="2">It's blatantly obvious that this game was designed on paper, with almost no play testing. The poorly designed fence and terrain systems demonstrate this, as does the zoo keeper recommendations screen. If you have your cursor inside an enclosure you can click on the 'Zoo Keeper Recommendations' button, which will tell you how to make the enclosure more suitable for the animal. For example, they might recommend adding more rainforest floor terrain. After reading this, the user must exit out of this display screen, select the 'Construction' tab, then the 'Terrain' tab, then the 'Terrain Types' tab, then select 'Rainforest floor' from the selection. Anyone who's played this game for more than a minute would wonder, wouldn't it be better to tap on the rainforest floor icon in the recommendations screen, which would take you straight to the terrain placement grid, with rainforest floor already selected? In fact, this is exactly what happens in Zoo Tycoon 2. But is not a feature that is added here. </font></p> <p><font face="Tahoma" size="2">And therein lies the main fault of Zoo Tycoon DS. This game is a direct port of the 2001 PC game, warts and all, with none of the gameplay improving features that were added in the two expansion packs for this game included in the DS version. And some of these improvements fixed considerable issues in the PC version. In the base game if the player was given six months to achieve a goal in a scenario, the game wouldn't finish until six months had passed. In the first expansion pack for the PC this was changed so that as soon as the requirements for the scenario were met the game was won. This is not the case in Zoo Tycoon DS, where the game again runs to the end of the allotted time. While this might be a downside on the PC, it is utterly unforgivable on a handheld game. After completing the requirements for the scenario you are forced to sit and watch your game until the time expires, which could be twenty minutes or more. Or, as I do, complete the goals and then leave my DS to go do something else. For a platform that is mean to be played on the go, this is a major letdown. </font></p> <p><font face="Tahoma" size="2">The scenarios included in the game are also identical to the PC version. And I mean absolutely identical, with no modifications made at all. This is disappointing. Firstly, because the target audience for Zoo Tycoon DS is surely Zoo Tycoon fans, and almost all of them would have played through the original Zoo Tycoon scenarios in the five years the game has been available. Secondly, the PC version has features the DS version does not, but the maps aren't changed to reflect this. In the last tutorial scenario there are paths already laid down on the map, and the user just has to build fences within these paths. One of the path layouts is in an L-shape, to introduce the user to the fact that exhibits don't have to be square. But in Zoo Tycoon DS you can only make square enclosures, there's no option for placing just lines or individual blocks of fencing.</font></p> <p><font face="Tahoma" size="2">The gameplay of Zoo Tycoon DS is a kick in the face. The menu system, which is the heart and soul of a Tycoon game, is convoluted. The touch screen is employed in such a superficial way that the game would be better off without it. The game designers have a complete disregard for the differences between desktop computing and handheld platforms. </font></p> <font face="Tahoma" size="2"> <table border="1" cellspacing="1" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber5" bgcolor="#E6E6E6"> <tr> <td width="100%"><b><font face="Tahoma" size="4">Graphics...</font></b></td> </tr> </table> <p>The graphics, in a word, a poor. The animals and people in the game are tiny, with no option to zoom in, however you can zoom out two more levels. Why you would want to zoom out more is beyond me. There is no blending of different terrains, as in the PC version, which gives the map a fake checkerboard-like appearance. There are four isometric views of the map, but almost all objects only have two views. The animals and foliage have a decent level of detail, however, and there are a sufficient amount of different animations for each animal species. The objects such as statues and food kiosks have enough detail to tell what they are at a glance, but are not inspiring in any way. The text in the game is absolutely tiny, and requires squinting to read in anything less than perfect DS conditions. </p> <p align="center"><img border="0" src="http://home.iprimus.com.au/loynes/DSA/pretty.jpg" width="256" height="384"></p> <p align="center"> <a href="http://www.thq.de/html_repository/reports_general.php?report=1083&ad_year=2005"> A quite creative and beautiful map... created by some who was paid to do so</a></p> <p>Using the many decorative items included in the game the map can actually be made to look quite pretty, although with such appalling gameplay you're inspired with little inclination to do so. </p> <table border="1" cellspacing="1" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber6" bgcolor="#E6E6E6"> <tr> <td width="100%"><b><font face="Tahoma" size="4">Sound...</font></b></td> </tr> </table> <p>Not applicable. Well, alright. The menu screen plays the title song for the game. There is no background music in the game itself. There is, however, a bird noise which repeats every five minutes or so as ambience. An animal noise from one of the species in your zoo might also play every ten minutes or so. Yes, this is exactly as tedious and horrible as it sounds. Most of the time the game is completely silent. There are, however, a sound effect for placing trees, buildings, statues, fences and staff members. The same sound in used for all of these. Animals, when placed on the map, make a noise specific to their species. This is the same noise that might play as ambience. Apart from the click made as you navigate through the menu, this is all the sound the game has. You could play with the sound off, or better yet grab your MP3 player, and not loose anything from the game at all. </p> <table border="1" cellspacing="1" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber7" bgcolor="#E6E6E6"> <tr> <td width="100%"><b><font size="4" face="Tahoma">Replayability...</font></b></td> </tr> </table> <p>None, this game is barely playable the first time round. Plus, I'm guessing for the majority of people who purchase this game it already is a replay, as they will have already defeated these scenarios in the PC version. If you ever complete Zoo Tycoon DS I suspect you'd ritually burn the game cart and possibly your DS too, so that would remove all chance of replaying. </p> <table border="1" cellspacing="1" style="border-collapse: collapse" bordercolor="#111111" width="100%" id="AutoNumber8" bgcolor="#E6E6E6"> <tr> <td width="100%"><b><font face="Tahoma" size="4">Conclusion...</font></b></td> </tr> </table> <p>Gameplay = 4/10</p> <p>Graphics = 5/10</p> <p>Sound = 1/10 (the theme tune is rather catchy)</p> <p>Replayability = 0/10</p> <p>Total = 2.5/10</p> <p>Zoo Tycoon DS is an abysmal game, made with little consideration for the platform or the market. I bought this game expecting a mobile version of the game I love. Instead, I got a bland, uninteresting and poorly thought out car crash of a game. Avoid Zoo Tycoon DS like the plague. If you want to get into Zoo Tycoon grab yourself Zoo Tycoon 2. It's cheaper, a thousand fold more interesting and will not induce brain failure. </p> [/doHTML] |
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I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant.- Robert McCloskey | |
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| slim_reapr | Monday Jun 5 2006, 12:25 PM Post #2 |
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death to snakers
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Great review dude.Really well written. |
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| Ingram | Monday Jun 5 2006, 01:59 PM Post #3 |
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WHY SO SERIOUS!
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Great review BABE! :mad: Really I need to see about installing some kind of M or F mod in the forums that displays a little M or F icon under your name! Anyway another top review Chia. Really what more can we do besides the +Elite tag for your wonderful work? |
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| Chiasmata | Monday Jun 5 2006, 02:46 PM Post #4 |
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Sense is not common.
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Thanks guys. I like writing, so it's nice to have a place to post some stuff.
:) I think a l'il M/F icon is starting to sound like a good idea. :P |
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I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant.- Robert McCloskey | |
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| slim_reapr | Monday Jun 5 2006, 05:20 PM Post #5 |
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death to snakers
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Yeah i call everyone dude.Even my mum and gf.Bad habit i guess. I wonder if we could possibly coerce kirby to make the reviewer of the month a special sig with his hardcore photoshop skills.... |
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| FreakyLime | Monday Jun 5 2006, 05:59 PM Post #6 |
The tasty citrus™
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Whenver my friend wants to show me something he will always, and i mean always go 'Dude, hey dude, dude, let me show you something dude'. Never changes from that. It's his trademark. -- Nice review, your really pumping them out! |
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Here they're gonna steal my soul Ghost Train Waiting out until I know Ghost Train Trying not to feel like you did Ghost Train Moving up until I go go home.. Ghost Train | |
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| Eagle Boy | Monday Jun 5 2006, 06:57 PM Post #7 |
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Unregistered
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lol thanks for that i was about to buy this... |
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