
This also applies to terrain editing, which makes creating hills, caves, and unique toplogies a joy instead of a chore.

You'll be experimenting with bizarre works in no-time. Creating walkways, placing buildings, and choosing the route for a new coaster only takes a minute or two to learn.

This is a very intuitive game that makes all the intricacies of item selection and orientation as simple to handle as possible. That achievement is owed to its controls.

You'll find that park attendees have exaggerated features, which admittedly aren't pretty when close up, but create awe-inspiring silhouettes when the sun goes down and you see a crowd of people pile up near a major attraction.Īs great as Planet Coaster looks, that's not where it shines most. This is a game more worried about being personable and entertaining rather than anything else. Its character design emphasizes the fun-centered focus of the game. You can almost smell the body odor and sweat among park attendees, and feel the sense of dread that coaster-riders have when escalating a large drop. What's here is so far beyond what the genre has seen before that it is almost magical. The world is colorful and attractive, supported by the same Cobra Engine that powers Elite: Dangerous. Menu elements are slick and easy to navigate. Planet Coaster makes a great first impression with its presentation. Well, tomorrow the game officially releases, and we have some news: it's a great game. The widespread praise among park simulation fans was an extremely positive moment in history for the genre. You may have caught a whiff of Planet Coaster's positive Alpha hype earlier this year. Last year's Prison Architect serves as a great example.īut there's hope. While it's true that some genres simply aren't as appetizing in this day and age, perhaps including this one, there is serious potential for management and construction simulation titles when done right. Such was the case of RollerCoaster Tycoon World, a title that was initially promising, but debuted earlier this year to incredible backlash.įor one reason or another, what made RollerCoaster Tycoon so interesting has become lost over the years. We've seen a few releases pop up from time-to-time, but you can always count on them receiving extremely negative critic and consumer reception. So when you fast forward 17 years it comes as a bit of a surprise that park simulators are as dead as Six Flags New Orleans. You had no choice but to clear your weekend to make room for your new theme park executive job. There was always something to do whether it be enhancing a landscape, optimizing revenue, or crafting an innovative ride. Entertaining virtual visitors and creating beautiful designs was a common addiction. This was a game that absorbed hundreds of hours out of people who may not even liked rollercoasters. Building rollercoasters became fashionable with Chris Sawyer's ambitious title, boosted by the popularity of major recent real-world developments such as Superman: The Ride and The Riddler's Revenge at Six Flags Magic Mountain. The weeks disappeared in the blink of an eye as I became obsessed with building theme park paradises, places where virtual people visited for vacation from their virtual jobs-and occasionally puke.

When I think back to 1999, I'm reminded of RollerCoaster Tycoon and how much it captivated my attention.
