As a veteran gamer with decades of experience under my belt, I must say that Planet Coaster 2 has managed to rekindle a nostalgic spark in me that I didn’t know I had missed. It’s like Frontier Developments took a trip down memory lane and decided to stop by RollerCoaster Tycoon 3 on the way, picking up a few ideas along the way.
As I delved into Planet Coaster 2 during my review process, I found myself reminiscing about RollerCoaster Tycoon 3 quite frequently. This sense of nostalgia was unexpected, yet Frontier Developments’ earlier and current theme park simulation games seem to share numerous similarities. Constructing roller coasters and water parks in the year 2024 brought back fond memories I hadn’t anticipated revisiting. And with a tinge of regret, I must confess that they once again managed to hook me.
Coast to Coast
In 2016, Planet Coaster made its debut, standing tall as a worthy successor in spirit to Chris Sawyer’s RollerCoaster Tycoon. It was both straightforward and sophisticated, giving players the freedom primarily to bring their creative ideas to life, with fewer limitations common to management simulation games. The sequel, Planet Coaster 2, seems like a natural progression from its predecessor. The graphics are more stunning in action, the menus are easier to navigate, and the introduction of water-themed attractions provides a refreshing twist on park design. Additionally, there are numerous improvements to the user experience, with my favorite feature being the ability to effortlessly draw new paths, as well as the option to customize rides in minute detail.
Management Woes
In the initial game, many players felt that the simulation and management aspects were not deeply explored. However, in the sequel, Planet Coaster 2, this has been partially addressed by adding complexities like managing electricity, water supply for attractions, and catering to guests’ dietary needs. Yet, these elements still seem more like additional features rather than fully integrated mechanics. The game aims to provide options for both casual and meticulous players, but managing staff has become a bit more engaging. Creating schedules, designating mechanics for specific rides, and ensuring shops remain open can be an enjoyable, albeit somewhat repetitive, way to keep the park running smoothly. It’s reminiscent of Factorio, where there is no incorrect playstyle, only less efficient ones.
Personally, I find myself at odds with the game’s approach towards campaign or free-roam progression. Gathering research feels somewhat passive as it primarily involves setting up a structure, maintaining it, and letting time pass for points to accumulate. This process then leads to ticking off a rather uninspiring research tree that offers new playthings to tinker with. On the surface, it could seem intriguing, but the reality is that it encourages waiting for things to become available instead of overcoming challenges or engaging in exciting side missions.
Restriction breeds creativity
The campaign aspect of this game shines brightly. It’s not just visually appealing with a quirky, vibrant cast of characters, but it also offers intriguing situations and hurdles designed to refine your park-building abilities. Whether you’re troubleshooting rollercoasters that transform into puzzles or working within diverse limitations, it provides engaging challenges for those who thrive under restrictions and seek inspiration. I’ve experienced a third of the campaign levels at launch, and they all compare favorably to RollerCoaster Tycoon 2’s best. Additionally, there’s a new franchise mode where you can collaborate with friends or strangers to establish a global theme park empire, perfect for those eager to challenge their park-building skills on a larger scale. Lastly, an innovative built-in share option lets you exchange in-game creations across all platforms.
Planet Coaster 2 is an outstanding sequel to Frontier Developments’ spiritual follow-up to one of gaming’s most iconic games. Although I might feel a tad let down that the fundamental structure behind these games hasn’t evolved in 25 years, if it’s not broken, why mend it? Apart from occasional hiccups like guests having trouble finding their way and my complex feelings towards how paths connect, I’m thrilled to announce that this game will undoubtedly keep me engrossed for the foreseeable future. While a part of me craves more complexity in managing my parks, other aspects are eagerly debating what to construct next, and there are definitely worse predicaments to be in.
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2024-11-01 18:57