Rides – Every other ride under the moon is found here.Things like monorails and and log fumes are found here. You can build and place them much like any other roller coaster, but they often have key differences which make them unique. Track Rides – A similar concept to Coasters.Once you choose and place a coaster, you may edit it however you like within its capacity. Coasters – This is where all the roller coaster magic starts.If you’re a newbie, don’t worry about this. ![]() My Blueprints – This is where you can find your custom blueprints - including blueprints downloaded from the Steam Workshop.You can check on your finances, research new rides and shops, set up marketing campaigns, hire new staff, check on your guests, and keep tabs on your attractions. Everything you need to know about managing your park is found here. Park Management – Click this button to pull up the Park Management menu.Options – Pulls up the options menu where you can save or load your game, adjust in-game settings, and exit back to the main menu.Challenges generate after spending a certain amount of time playing with your Challenge Mode park, while Objectives are static throughout each Career Mode scenario. Objectives / Challenges – Objectives are your goals in Career mode, while Challenges are simply optional achievements to work towards while you’re building a park.Allows you to keep track of things like ride breakdowns and guest needs. Notifications – Displays park notifications.Help – Displays a small selection of Planet Coaster‘s basic controls.Notification Center (from top to bottom).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.Click the image to view in a higher resolution. 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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