![]() The former is more oriented towards the management side of theme park design, while the latter was a creative playground that was light on everything else. Parkitect does a great job of delivering where Planet Coaster did not. Now that the wait is over, it’s time to dive in and charge to use the bathroom! I held off on Early Access because I didn’t want my first impressions to be potentially soured. I’ve been following the game pretty closely, reading the updates on Steam and eagerly anticipating this day. Well, about two years later, that shape is solidified and the game has left Early Access. Browsing through everyone’s creations is a lot of fun in itself and shows how detailed an attraction can get if players exercise their unbridled imaginations and push the game to its limits.The roller coaster sim you’ve been waiting forīack when I reviewed Planet Coaster, I brought up that Parkitect was just starting to take shape. Whether it is making one’s roller coaster wind through a medieval fortress or a giant moose, the player has the technology to do so.ĭesigners also have more reason to rejoice, since “Planet Coaster” supports user-generated content and allows players to upload their own designs and download those of others, helping players improve their abilities and be recognized for their hard work. This game has the same feeling of design freedom but on a far larger scale. Anyone who’s played one of “The Sims” (2000-present) titles knows how many hours one can spend building and furnishing a house to get it just right managing the actual Sims’ happiness is mostly busywork in comparison. ![]() The game gives players far more freedom in terms of terraforming options and décor customization. Whereas players previously might have plonked down a couple of rides, used pre-fab coaster parts to piece together coasters, scattered a few props and plants here and there to liven up the place and then called it a day, decoration in “Planet Coaster” is a far more thoughtful, intricate process. Using rides to tell narratives and designing the entire park to create an immersive, exciting experience for every customer from the moment they step into the park until the moment they leave - that’s what amusement parks are all about, and that’s what “Planet Coaster” lets you do. ![]() But the depth in these games doesn’t just come from building roller coasters or doing exciting things like managing park finances and listening to customers complain about their inability to find the exit as the player dispatches armies of handymen to clean up their vomit. As with other games, the goal is to create a theme park that attracts huge numbers of people and earns enough profit to fund more outlandish rides and decorations. Made by “Elite: Dangerous” (2014) developers Frontier Developments, it’s the first game that truly lives up to players’ high expectations after “RollerCoaster Tycoon 2” in terms of gameplay depth, polish and (hopefully) longevity. “Planet Coaster” (2016) may very well be the chosen title to bring theme park games back into popularity. Along with the rise of consoles, this caused the genre to sink into relative obscurity. This was a well-documented phenomenon for many titles in the early 2000s, as developers made the switch over from 2D to 3D and began focusing more on graphics rather than the quality of gameplay. Even the sequel, “RollerCoaster Tycoon 3” (2004), didn’t do enough to improve on its predecessor in a meaningful way. ![]() ![]() Until now, few roller coaster design and theme park management games have achieved the same level of innovation and mechanical depth. One could design rides with just the right amount of corkscrews, helixes and inversions to get park-goers’ adrenaline pumping. Back in the early 2000s, “RollerCoaster Tycoon 2” (2002) was a blast to play. ![]()
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