ScreamRide starts out attempting to become the next Roller Coaster Tycoon and delivers nauseating and dangerous experiences that push riders to the next level of insanity. With the lack of simulation elements the thrills inside ScreamRide feel shallow and unable to hold the attention of any avid gamer. There are points of charm inside the game, but usually it is watching the videos in between the thrill rides.

The campaign itself pulls humor into it as you strive to experiment on riders through various crazy roller coasters and equipment of mass destruction. After a few hours of playing the through the campaign you will find yourself enjoying sending a coaster or capsule into structures triggering explosives that bring down the towers. Sadly the physics in the game are not maxed out enough to provide strong chain reactions, but seeing the buildings come down still brings a smile to your face.

The building in the engineering stages inside ScreamRide are created in a puzzle format. Each level challenges you to lay down coaster track to reach specific goals and escape timed hazards. This mode was fun to play but in reality it was too advanced. With so many choices, it became overwhelming and too much to complete a simple coaster. When you are able to solve one of the more difficult scenarios you feel rewarded, but the interface always feels like it is the largest obstacle to overcome.

ScreamRide also allows you the ability to control the coasters and race them against time and trick challenges. As the magical driver you have the ability to speed up, break, lean left and right, and activate aggressive turbo boosts has you attempt to complete the roller coasters. Between the three different modes this is by far the most entertaining, but often ends up frustrating you to no end. It is completely easy to finish every coaster, since they all have a stop and start area. The problem is when you attempt to gain all commendations your car feels inconsistent and not as user friendly as you would expect.

Using the three different modes ScreamRide has a good balance of variety, but in the later levels, players will face greater difficulties and less of what is entertaining about the game. The game transforms the Demolition stages evolve in precision stages and forgets about destruction, Engineering levels, trains your focus on little changes instead of creativity and the Coaster rides become more about precision maneuvering instead of all out speed. This is great news for gamers who never finish a game since the early levels have a stronger focus and provide the most fun inside the gameplay.

Something key to many gamers was the ability to build inside the sandbox. Sadly, with the over complex campaign at points the sandbox also loses its luster because many of the objects are not released until you reach milestones in the campaign. If you slowly move through the campaign to expand your sandbox your ability to build amazing rides is dwindled down by the same interface that destroys the campaign.
The majority of the fun from ScreamRide come early in the game, but disappears as you advance in the game with levels that become over complicated and less about fun. The frustrations will build on top every level and will end feeling like a hassle instead of a game.