
Developer: Blue
Fang Games Publisher: Microsoft
Reviewed by Irony
on 1/7/02
Article
Discussion Forum
First
Impressions:
I
never intended to play this game, I'll just make that clear from
the get-go. I don't have anything against such games: I'm a big
fan of Caesar
III, for instance, but the instant I heard about Zoo
Tycoon, I just knew I had to buy it for my younger sister for
Christmas. I ponied up the money, wrapped the box nice and tight,
tied it with a pretty ribbon, and watched her smile when she opened
it. I offered to install it on her computer for her, and get her
started. I walked her through the first tutorial scenario. Then,
when her back was turned, I grabbed the game and ran like the wind
(in my own defense, I left her with both Fallout and Fallout
2, so she can't complain that she has nothing to play).
What drew me to the game, despite the wealth of Tycoon titles out
there, were the animals. I haven't been tempted by railroads; Monopoly
doesn't interest me, and any roller coaster I try to build always
ends up falling prey to the darn laws of physics. Something about
building a zoo and making the animals happy, though - that really
drew me in. Also, the game is wonderful at subtle education, all
sugar-coated by the experience of cute animals.
In Zoo Tycoon, the object is to build and maintain a popular
zoo. You can adopt animals, install them in exhibits that you customize
to their tastes, and hire zookeepers to feed them and rake up their
poo (it is referred to as poo in the game, and you can even buy
a compost building to make a little side cash off the massive poo
production). You also have to pamper your guests, making sure they're
well fed, have enough to drink, have benches to rest on when they're
tired, and have nice scenery and quality entertainment. If your
animals look unhappy or angry, your guests will think less of your
zoo. If your guests are hungry and there's no hamburger stand nearby,
they will leave and go to an amusement park.
Like most simulation/strategy games, you can play a "free form"
mode which simply allows you to build and maintain your zoo. I became
hooked on the scenarios, however, and they don't disappoint: each
one is more challenging than the last. I found myself learning new
things in every scenario, from the necessity of selling trees to
make extra cash, to which animals are really finicky (Snow Leopards)
and which will be happy with a rock and some salt water (Salt Water
Crocodiles). I also learned some harsh economic lessons, namely
that you need all the money you can get, so when Bessie the Siberian
Tiger has a few tiger kittens with her husband Benny, those little
kittens are worth some big bucks (to good homes, of course).
Graphics:
The
graphics are wonderful, but we've pretty much come to expect that
from these games. You can zoom in and out by one order of magnitude,
and while a closer look at some of your animals might be nice,
you don't really feel slighted by those options. It's the attention
to detail that is so delightful: buy your African Elephants a
Swinging Log Toy ($1,200 at better Log Toy retailers) and watch
them knock the log around with their trunks all the live-long
day. The animals each meander around according to their habits:
your happy Thompsons Gazelles will bound about, while your Chimpanzees
will climb on their Chimpanzee Climbing Bars and make faces at
the guests (I haven't noticed any poo-throwing, but I tend to
keep my animals pretty happy). The terrain has a rich, textured
feeling to it, and overall the graphics serve the game well.
Sound/Music:
Here's
another area where Zoo Tycoon shines: the sounds each animal
makes, and even the crowd murmur of your mobbed guests are realistic
and clear. Cats will complain loudly if they're unhappy, and you
can pick out their whining from the other ambient noise of the
game. Baby animals will make different sounds from their parents,
and I challenge the most hard-hearted of game players to not fall
in love with even the adorable Warthogs (an animal probably well
served by the lack of a close-in view). Every building makes a
noise, too, from restrooms with flushing sounds to the animal
theater with oohs, ahhs, and applause. Some of the noises, the
Ice Cream Stand bell in particular, can become annoying due to
constant repetition, but the noises only occur when the buildings
in question are in your "view," so stay away from the Ice Cream
Stand area and you won't have to worry.
Gameplay:
The
interface is extremely well designed, with a smooth inviting look
and soothing green color scheme. A toolbar on the left side of
your screen allows you to access purchasing menus for adopting
animals, giving them shelters, and buying them nice toys, or building
walls and paths, buying foliage, and modifying terrain to suit
your world. One button lets you buy buildings and things to make
your guests happy, and another lets you hire staff members, from
zookeepers and maintenance workers, to tour guides to show off
the highlights of your zoo. The bottom left corner shows you a
minimap (very handy, since the auto scroll is slow and can leave
you feeling lost) which you can click on to move about, and gives
you zoom and rotate controls. There's also a button to take snapshots,
which the game stores in a folder for later viewing. Along the
bottom of your screen you see the month and year of the scenario,
your budget (so often in the red), and other useful information,
as well as buttons for checking on exhibits, individual animals,
and the thoughts your guests are having. All of the menus are
nice and intuitive, although certain features take some exploring
to discover.
There's research to perform as well. Players can research endangered
species, adding animals like the White Bengal Tiger and Okapi
to their available animals. You can research better training for
your staff members so they can perform their tasks more quickly
and efficiently, and you can research "Animal Houses," which are
buildings where animals too small for their own exhibits are housed.
Research the Insect House, then research new "programs" for it,
like Venomous Spiders. Those programs cost money, but they make
your visitors very happy.
The only real quibble I have with game play is with the terrain
feature. In the opening scenarios, you apply terrain one "square"
at a time. Later, you're applying blocks of four "squares". When
you have a large area to cover, this can be really dull. A feature
which allows you to hold down a key while clicking to fill an
entire exhibit with one kind of terrain would be, in my opinion,
a nice change (similar to buying wallpaper or carpeting for an
entire room in The Sims). This isn't a big enough complaint
to hinder my enjoyment of the game, however.
Enjoyment:
I'm
addicted to this game (possibly the highest compliment a gamer
can give, I think). I've found the scenarios challenging, and
the feeling of accomplishment when I best one is real and warm.
I get a swell of pride whenever my animals give birth, or when
the thoughts of guests (you can see their thoughts in a small
window if you like) are all about how happy the animals look or
how much fun they're having.
One of the little details I really like is the ability to name
practically everything. From the exhibits themselves (default
names are Exhibit 1, Exhibit 2, etc., but I prefer "Crocadilly
Dale" or "Elephant Esplanade"), to the animals ("Oleg the Ostrich"
has more panache than "Ostrich 2", right?), to your staff members
(I usually have at least one "Jeff Corwin" running around), to
any building in your zoo!
The ability to name everything only adds to the game's real draw:
its utter cuteness. Your animals cavort and gambol and do all
the things cute animals do, they make their growls and meows and
roars, they lounge on rocks and climbing trees, and they make
little animals, and I love every minute of it. I like to make
them happy and watch them frolic. When one is unhappy I do everything
in my power to change that. Every once in a while, when I'm feeling
naughty, I open one of their cages and watch the guests scream
and flee from the rampaging (in a really cute, not very violent
way) tiger or polar bear or even penguin (when your animals escape,
the zookeepers shoot it with little tranquilizer guns and then
lock it up in a cage until it's returned to a safe exhibit).
Multiplayer:
There
is no multiplayer for this game.
Overall
Impression:
If
you can't already tell, my overall impression of the game is very
favorable. [Editor's note: We get that. Now return your sister's
Christmas present to her. :)] A lot of research and work obviously
went into its development, and I wouldn't hesitate to say there's
some love in there, too.
When you adopt your animals, an information button will give you
a textbook-style entry detailing the animal, its habits, and its
experience in the real world. The game's web site lists information
about real life zoos in addition to game news. Another thing I
love about the game is how much I learned about the animals, and
I felt like I was participating in my own education more than
when I simply watch "Animal Planet." More than any simulation/strategy
game I've played, Zoo Tycoon seems to care about its worthwhile
subject, and its design and game play will make you care, too.
Marketing
Efforts Towards Women:
No
specific marketing efforts towards women are evident; however,
the game itself is very well balanced in terms of gender representation.
Guests include men, women, and children, and the staff you hire
(zookeepers, tour guides, and maintenance workers) seems to be
made up of equal amounts male and female (the female zookeepers
have little ponytails). The game seems designed to appeal to all
animal and conservation lovers equally, and that's the best of
all possible gaming worlds, in my opinion.
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