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Let’s start with that.Ĭonfronted with a plot of land and a simple entrance onto the map, there’s a small budget to help players get started. Having access to everything with no limitations is all well and good, and the sandbox is definitely the place to experiment, but as far as making Planet Coaster an actual game is concerned the Challenge mode is the most interesting way to play. There’s the Career Mode of pre-built parks with pre-existing problems and challenges to overcome, a Sandbox Mode where anything goes, and the Challenge Mode which is probably the most sim-like mode in the game. The first thing that’s noticeable about Planet Coaster is that Frontier want players to have multiple ways to approach the game.
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With the release patch installed, it was time to find out if Frontier’s return to the rollern coaster theme park sim genre has been worth the wait.
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That’s thanks to a series of patches which have improved the game’s overall performance and added more features. As a cynical and crabby adult, that’s worth more than any perfect AI or quantifiable review scores.I’ve messed around in Planet Coaster for a while during the beta, but it’s only this week that the game has started to really fall into place. I don’t even know that I’ve achieved much in my time with it, but that’s perfectly okay by me-it’s quickly found a place alongside Stardew Valley as a game that I can turn to cheer me up on a gloomy day.
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Really, what more can anyone ask of a game? Planet Coaster is a fun, pleasant, quirky, creative place to be that puts the player back in touch with all those silly, fantastical childhood aspirations of creating and owning a theme park, all without any of the tedium and taxman of real life. It’s not a perfect game, but in its own little way, it sort of is, and I’d expect no less from the team that brought us RCT2 and 3. It’s a place where I like being, and that’s a pretty special thing for a game to offer up. The music, even at the menu, is upbeat and cheery without being sickly the intro cinematic is fun and charming the park owner avatars are whimsical the whole thing just feels… right. And that’s the thing about Planet Coaster: it just works. Browsing the creations of others and importing at-will is just… fantastic, as is the capability to import your own music for rides. Similarly, the Steam Workshop integration is a wonderful addition-especially the ability to track builders from within the game itself. But, really, these don’t spoil the experience as a whole. They can frequently abandon all needs (food, drink, toilet, etc) to queue up for a new ride or venue, only to then complain about their needs not being satisfied.
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Likewise, the park goers can be a bit dimwitted. Maximum size for changing, say, gradients, is too small when undertaking large terraforming projects, leaving it a bit tedious at times. I also can’t lie some of the terrain manipulation features are lacklustre. This is wonderful news for anyone who thought the win conditions in RCT were too challenging, or who just wants oodles of tools for customization, but it’s worth noting for anyone who may have been looking for more clear-cut measures of success. The sense of achievement isn’t quite as front-and-centre. Don’t get me wrong, having things to do and lots to be distracted by and involve oneself with is by no means a drawback I just feel that some of the progression is missing, if that makes any sense. While, largely, this formula remains in Planet Coaster, I also find there’s SO much to do that it often feels more like a sandbox than a challenge-even in the challenge maps themselves. One of my lasting memories from RCT in my youth was the challenge of growing and sustaining a park long enough to research and unlock new tools, coasters, rides, decorations, and the like. I find myself doing The Sims thing spending inordinate amounts of time on finite details, creating, arranging, and fine-tuning, without actually making any real progress or paying much attention to the events at large. Yet, the other part of me that enjoys visual representations of quantifiably gratifying progress feels left behind. Part of me-the part that enjoys methodically and meticulously engineering and orchestrating perfect layouts and systems-could lose (and has lost) many a night to its siren call sung by myriad new options and tools for creation and beautification. Planet Coaster does for Roller Coaster Tycoon what Cities: Skylines did for Sim City-but is that such a great thing? Well, that depends on what you want from a game, I suppose.I’ll be perfectly honest: I adore Planet Coaster-but I also feel it sheds some of the magic of RCT.