Janitor - Cleans up trash and trash cans.They do important things that are needed to make your park a great place. They also want as much money as how much they work. If these requirements aren't met, they will become unhappy, and may quit their jobs. Rides are the main source of entertainment and money. There are three types, Flat Rides, Track Rides, and Roller Coasters. Rides have an excitement, intensity, and nausea. It’s also quite strict in terms of where you can place things like chain-lifts, speed-boosters, and brakes, which results in a lot of faffing around to ensure your coaster functions.You want to keep excitement as high as possible, and nausea as low as possible. Creating bends and adjusting heights in your coaster is done by clicking and dragging the mouse, which is a rather imprecise solution compared to, say, assigning these commands to the mouse wheel. The coaster builder is extremely powerful, letting you construct some impressively extreme rides. Planet Coaster neither offers you any significant challenges or any ingenious methods of dealing with them. But problems like dirty paths or hungry visitors are easily rectified. Similarly, extreme inattentiveness to your visitor’s needs will eventually damage your income. But unless you’re incredibly cavalier in your spending, you’ll rarely want for money. You can adjust prices for rides and shops, spend money on researching new rides and coaster types, and embark on marketing campaigns that will attract different demographics of visitors. This is a pretty accurate measure of Planet Coaster’s priorities between creativity and simulation. But in terms of the running of the park, there are only two types of staff available – janitors who keep the park clean, and engineers who fix rides. There are roughly a dozen different entertainers available to distract your visitors while they linger in ride queues. A good example of this is the staff you can hire. As a management sim, Planet Coaster is lightweight. Generally, though, Planet Coaster is propelled more by the player’s imagination than it is the strength of its own systems, and this is perhaps its biggest flaw. In addition, the more impressive your park is overall, the higher its ratings will be, and the more people will visit. For example, your park visitors can become bored while standing in queues, but it’s possible to alleviate that boredom by placing interesting scenery around the queuing area. A few encouragements to think in this manner are built directly into the game. But Planet Coaster’s sense of fun is so enchanting that I was completely carried along by it. Normally I’d be about as interested in these superfluous elements as I am in Michael Portillo’s railway documentaries. Soon, this desire stretched from individual rides to entire sections of the park. It wasn’t enough simply to build a roller coaster that ticked all the appropriate thrill-boxes it needed to look the part too, to have props and effects and animatronics that lent a theme and story to the occasion. I found its obsession with detail rubbing off on me. The fixed rides are modelled to microscopic precision with blinking lights and whirring parts.įrontier’s commitment to the little things has a greater effect than simply making the game look pretty. Your visitors physically throw items of trash into nearby bins, and your janitors manually empty them. Opening a new ride will trigger a small burst of confetti from the entrance gate. Where Planet Coaster really distinguishes itself from the competition, however, is in the little details. The paths system is designed to produce far more organic-looking arteries running through your park, while entrances and exits to rides can be placed pretty much anywhere you want. There are a couple of neat little twists on the usual formula.
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