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Please check our help section or contact us at support stargames. Page 1 Page 2 Next page. Just click the button below! Heute ein Konto erstellen. Provided intricacies are not necessary to win I actually left my game running for twenty minutes on a couple of different casinos and still successfully completed the missions , but they do help speed things along and act as small attention grabbers to give intrepid gamers something extra to lookout for, if so desired.
Services are both required and optional and sometimes even come with personnel to manage. Don't fret, or start fretting a lot There's no real micromanagement in this department.
There'll be wayward guards that need redirection, but tending to the needs of employees is not in here. Roaming security brings up an interesting point The people in Las Vegas are just as daft as Buddy.
Visitors complain about one thing, but give vocal indications and move in ways that seem to suggest they're displeased with another.
Anyone who's not satisfied getting a red flagged customer is just as hard as losing can be easily cheered up with a quick and dirty comp.
So long as satisfaction is up and games are laid out, scenarios get won. And, even though there are different types of patrons tourists, gamblers, VIPs , I never has to specifically cater to their needs or build my casino to fit a particular taste.
The key to success here is actually what foolish people initially do and fail at in other tycoon games: It somehow all works out.
Even cool things like adjusting the alcohol level in drinks, changing the leverage on tables, altering table buy-in, cheating, and so forth, are completely superfluous.
And that's sad, since inclusions like those and the more sinister side of gaming, such as sending spies to do dirty work, are Casino Empire's greatest assets.
The goal of the empire mode is then not to satisfy customers who are always happy anyway , or even to deal with intricate, complex, or otherwise difficult problems as they occur, but rather to utilize common sense and be able to logically and sequentially place one thing after another and watch as the money rolls in.
There's good reason a speed slider was omitted from this game, such a thing would make everything absolutely pointless, as would command control during a pause.
After each casino has been beaten a good day's work for anyone who's even the least bit familiar with the genre , head on over to sandbox mode, where the same thing can be repeated, only without a time limit.
It's like forcing a person to drive from point A to point B a 10 minute trip on a one way street in 30 minutes or less and then asking him or her to do it again without that constraint.
It's still the same trip, the same stretch of road, the same unidirectional, boring drive, only with even less challenge. The themes of the casinos and the fact that they're casinos with unique objects are all that retain interest.
Still, Casino Empire is in some ways very much like traditional tycoon game. It looks and sounds like them. Many poorly animated, but now standard people scurry about a colorful and flashy, yet still static environment normal for this type of game.
Transparent indicators for security and sanitation coverage are hard to see; it's also difficult to pick certain people out of the crowd; and, things get so cluttered that placing new objects is often troublesome, especially since the tile layout follows a nonsensical pattern.
But the worst aesthetic grip is definitely the lack of rotation. What the hell's that all about? The music shines, and keeps on shining in a repetitious way.
Thankfully, some serious thought went into this department and the people at Sierra tossed in MP3 compatibility, granting us all the ability to copy our legally obtained songs into a designated directory and enjoy whatever the heck we like.
It's a bit primitive, but nevertheless functional. Hit and miss voice work rounds out whatever's left. Aside from the above problems, where are the downloadable, user-created objects and casinos?
Where are the more detailed rooms, different time periods, in-depth exterior customization, mob involvement, and staff management?
A tycoon game with zero lasting appeal and even less challenge oddly true is simply not a tycoon game. Like the real Vegas, the posh nature of Casino Empire is only skin deep.
When more robust titles are as readily available as they are, the stringy meat behind this one's superficial veil of lights and glitzy attractions is so thin and unpalatable that it barely warrants a passing mention, even if only in jest.
Gameplay that builds upon troublesome and confounding faults lurking deep in an unaccommodating interface to create effortlessly conquered pseudo-challenges is not a substitute for tried and true thought, strategy, and managing practices.
Coupled with a narrow scope, this broken design only swells the greater problem of there simply not being much to do.
Unfortunately, what is to be done is only taxing on a player because of the troubles inherent to the game's design. It's dull and it's easy.
An exercise in tedium and frustration that's best left in the box, Casino Tycoon's few positives do little to balance out a mass of overwhelming negatives that avid players of the genre and even casual fans will find sorely displeasing.
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I need help Popular searches Title: By Ivan Sulic As it turns out, anyone who plays Casino Empire is related to very sleazy and staggeringly incapable folk.
And that's about where it ends.