I still remember the kerchunking anticipation in RCT 3 as a lift chain pulled me up to a summit, and the howling windrush of the fall. In Planet Coaster the rides are quieter, and instead of wind I mostly hear other passengers babbling away like Sims.Īctually riding the coasters doesn’t offer the same rush as it did in RollerCoaster Tycoon 3’s evocative first-person mode. Customers complain about queues endlessly, even after I hire entertainers like a cow who bounces on her udders repeating, “Boing!” There's nothing fun about fiddling with pavement this much, though presumably it's necessary to keep the AI from getting confused. More than once I've designed a coaster only to realise the fiddly queue won't connect and I need to go back and edit the original path again. Like city simulators with grids that make every city look American, the pathing of Planet Coaster comes with implicit assumptions about what you want to build baked in. Trying to recreate something like Melbourne's Luna Park, where everything is anarchically plonked down within a big triangle you explore as you please, doesn't work so well. Planet Coaster is made to create a certain kind of park, the guided experience where you turn a corner and suddenly see something amazing from the perfect angle.
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