![]() Information is clustered together in a much better way, meaning you're not clicking between menus to paint a terrain with more trees, and then back to your dinosaur to see if you've added enough to make them happy. Vets can be sent in after a problem has been flagged by the rangers, and either help out in the field, or bring the dinosaurs back to the Paleo Medical Facility for treatment.Īlthough you'll need to enlist the help of your rangers, what I particularly love about what I've seen so far of Jurassic World Evolution 2 is the life improvements. But, to actually heal your dinos or cure them of illness, you'll need to send in your new mobile vet units from the Paleo Medical Facility, which is a fresh addition for this sequel. Rather than being instantly accessible, the information on the dinos now has a fog of war effect on it, and your rangers will need to go out on a status check run to check why a dino might be unhappy. This will allow you to build up a ranger patrol route, and rangers passing through will scan the dinosaurs in that area. For the existing rangers, you can now place Ranger Posts within the enclosures and assign a ranger team to that post. That'll mean you have to work a little harder to understand your residents. Management improvements don't stop there either, with Jurassic World Evolution 2 adding more tools and an additional ground team type. And of course, happy guests means happy pockets, which in turn means you'll have happier dinosaurs. It was definitely something that felt a little more neglected in the original game, so it's pleasing to see that the park building experience as a whole is being taken into consideration. It'll be interesting to be able to spend just as much time making your guests happy as you will your dinosaurs. New attraction buildings complement the more shell-like amenities though, and offer specific building types like a fully-fledged aquarium that should add more variation to your park. It'll be much easier to make themed areas of your park that do feel unique, again moving away from the singular designed facilities of the original game. You can change the roof decorations, signage, where the entrance is, add theme decoration to the ground area, or change the paintwork. Externally, the modules that you add won't, sadly, be reflected, but there are ways to change the appearance and theme of your buildings. An amenity can be configured to add interior modules, such as an aquarium, display cabinets, infotainment, skeleton displays, and more – all of which have values that align with these guest interests. ![]() Now, you'll be able to choose and tailor your amenities to better complement the guests heading to different sections of your park.Īmenities in particular are a building type that can be customized both inside and out. For example, nature-focused guests will gravitate towards the herbivore enclosures, while those seeking adventure are going to make a beeline for your T-Rex. Different areas of your park can be tailored to satisfy those interests. There are those that just fall under the "standard" interests group, but there are also those looking for adventure, nature, and luxury. Along with requirements for essentials like food, water, restrooms, and gift shops, guests will now fall into one of four interest groups. That customization extends to the way you improve the experience for your guests too, and not just in that you can place decorations in your park to improve how it looks. ![]() ![]() That includes various scenery objects for your enclosures too, so it finally goes beyond just the terrain paints and feeders. The original game could feel a little repetitive in the way you built up the forest and water areas, but now it seems like there's much more creativity in how you cater for creature happiness. The result is that the enclosures look and feel a lot more organic, with players able to build up several smaller biomes within a single enclosure to satisfy those territorial needs. The development team has even taken these new environment reactive terrain brushes straight from extinct plants from back in prehistoric times, reimaging them for how the terrain paint tools work in the game. Paleobotany is really just about the nutritional elements your dinosaur needs to stay healthy, and Jurassic World Evolution 2 removes the generic herbivore feeders, and instead encourages you to plant trees and shrubs that provide the correct food substances for each of your dinosaur species – whether it be Ground Fibre, Tall Fibre, Ground Nut, or something else entirely. For herbivores, paleobotany is a driving force for these dynamic territories, and it's a feature that's being incorporated into the base game for Jurassic World Evolution 2, following its introduction in the Claire's Sanctuary DLC.
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