The rollercoaster builder has also been tweaked, and while it was pretty perfect to start with, Frontier have added some basic features to make building your custom coaster easy. So much easier than having to select areas of the floor to patrol. This is easier in Planet Coaster: simply select the rides or buildings for them to work around and they’ll do it. Hire them and place them: they’ll wander freely unless you give them an area to patrol. Staff work mostly the same as they did in RCT3. However, do be aware that patrons will recognise this and if a ride doesn’t look good value for money, they won’t ride. I simply removed the last three sequences, which meant the ride didn’t take as long to complete and I was able to get a quicker rotation of customers on the ride, which meant more profits. So the ride’s sequence goes spin, bounce, wave, spin, bounce, wave. For instance, my Rocktopus ride was making a loss. But the path making of Planet Coaster works perfectly – it’s open and free enough to let your creativity go wild, paths curve with ease and look good, and queue paths are just as easy to put together, giving you the freedom of path making but also giving you enough precision to make snaked queues that don’t look terrible and make use of space to allow you to jam in more people into each queue.Īnother minor feature is being able to adjust the sequence of any given ride. I’ve always envisioned crazy paths uneven queue systems, things that make my theme park based OCD go crazy. As silly as it sounds, I never thought that the game would work without a grid. In a similar way that the SimCity reboot (and Cities: Skylines) threw away the grid based gameplay of SimCity 1-4, Planet Coaster has moved away from the grid=based gameplay of the RCT series. The main thing you’ll notice is the lack of a grid. Good job! Challenge mode is somewhere in-between the two, it gives you open land but also provides challenges to complete, like earn X amount of profit from roller coasters. ![]() Here’s all the rides, here’s all the money, here’s a massive piece of land. Career mode gives you a number of half finished parks and gives you tasks to complete, much similar to those in earlier RCT games. But that said, the game does make a number of small but important improvements. I’ve read a number of opinions that the game doesn’t advance the genre very much, it’s a difficult game to improve upon as Rollercoaster Tycoon was pretty much perfect first time. It brings back a number of features that made RCT3 such a success, whilst building upon many other features. Planet Coaster feels like a proper sequel to RCT3. Seamlessly moving the series from 2D to 3D is a task that rival series, Theme Park, never managed successfully to do. While there are a few Rollercoaster Tycoon purists who will say that the original isometric games are the only way to play the franchise, in my mind Rollercoaster Tycoon 3 was the finest game in the series. Source: giantbombġ2 years ago, Frontier Developments released Rollercoaster Tycoon 3. But both Planet Coaster and RollerCoaster Tycoon World have bigger studios behind them, Frontier who are fresh off Elite Dangerous and Atari who have persuaded Nvizzo Creations to make their game, who I’d assume don’t have as much experience in the genre, which could explain the longer development cycle. That’s nothing major to be honest, both Parkitect and Theme Park Studio are being made by smaller studios, Texel Raptor and Pantera Entertainment respectively. I won’t go on about them too much as they’re all in an Early Access state (although Rollercoaster Tycoon World has suddenly been ‘released’), but it is interesting to note that Planet Coaster was the last game to be announced and the first game to be released from the bunch. I admit I may have a theme park building problem, though it gives me the ability to compare all these games. We’ve seen Theme Park Studio, Rollercoaster Tycoon World and Parkitect all enter Early Access on Steam, although the quality of these early titles leaves much to be desired (Parkitect excluded). ![]() But in the past few years, this sub-genre of the building management game has undergone something of a renaissance. Other titles were simply terrible the 3DS’ Rollercoaster Tycoon 3D and the mobile game Rollercoaster Tycoon 4 Mobile are best left forgotten. Thrillville (and its sequel) were well received, but not quite as open as I’d like for this type of game. Rollercoaster Tycoon 3 was released way back in 2004 and since then we’ve largely had disappointing theme park management games. There’s an old saying: you wait years for a sandbox theme park building game and four come along at once.
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