The first being the Coaster Cam. You can take the POV of a
passenger and watch your ride. This is absolutely a fantastic way to enjoy your
ride and more city builders/sims should do this (Dungeon Keeper 3
please!). Imagine taking the POV of someone in Train Tycoon watching the scenery
or Anno 2070 and seeing a day in the life of a citizen. I can understand why they don't do
it as they'd need to test and polish the game from a non-isometric perspective and RC has the advantage of most its attractions being external. But how good would it be to see the defence/assault of your Stronghold
walls from the POV of an archer, old handler, or offending knight, just like
the OG cutscene. I do wish you could do this with a single customer from the
gate and experience a day in the life of your theme park from food stalls, to
the spookiest ride to vomiting after undertaking the highest thrills.
Even though it would have been next level I understand why they didn’t do it –
requireing internal modeling for anything with a roof over it (unlike the
Coasters).
The second is terrain manipulation. You can create a lot
more interesting theme parks with elevation and decreases. Not something I’ll
ever really want to mess with outside of creating some kind of mountain forest
theme park with lots of water rapids. In general the terrain reminds me of
Unity and shitty textures when 3D games were still getting their foot on the
ground in the PS1-2 era.
Starting off with the tutorial was a pain. It was very dry and way too complicated especially for its target audience of children. Like 10 mechanics to learn each with 50+ text boxes with potentially hundreds of words. 10x50x50-200(50)=25,000. That’s basically a novella and kids are meant to pay attention to this? It does a terrible job demonstrating mechanics as well. Like how to connect rides via pathways. Hold down on the path and drag up or down to elevate/decline. Or once you place use the arrows on the pathway UI to select which direction they’ll go. It's not explained like that. It felt like I was reading a procedure manual for a task at work going back and fourth when it should have just been narrated and or show a little animation. Additionally there is nothing intuitive about this UI and coming off Tropico 4 it was hard to adjust. For example when you select stuff there’s no sounds to indicate you’ve selected something instead it’ll appear in the bottom right and likely go unnoticed that you’ve done so. Everything in the menu is hard to find and stuck to the left. Between the art style, UI and tutorial the first impressions of this game was not good and by the end of the tutorial I was so drained I didn’t want to play at all.
Something that bothered me was there’s not
pre-built rides. The way I want to experience this game is place a lot of rides
and try to micromanage the infrastructure of my theme park and min max all the
attractions to gain revenue. Then at the end build a capstone ride as the
park’s Magnum Opus. That being said I did give it my best shot and built a
!@#$ing phenomenal ride if I do say so myself. It took maybe 2 hours in total.
I am a noob and would expect this to be significantly improved in some time.
Though I will say linking up rides was an absolute bastard. It feels way harder
than it should be to create rides that loop in on themselves and have epic
peaks and drops, twists and turns. After finishing it and basking in it’s
glory it was ready for the grand opening and... to my surprise no one came. Not a
single person went on the ride except the Parking Inspector. That’s because the
ride nausea and intensity is 16 but excitement is 0. First of all how can
intensity but 16 and exhaustion 0 – that’s an oxymoron. Unless you’re saying
nauses negates excitement entirely (which would also be ridiculous that that’s
possible). When and how is this explained? I remembered I needed to add themes to
the rides to make them more exciting – but for some ridiculous reason they’re
not available in the first mission of the campaign. Why would you even allow custom
rides then if this is the main tool (as shown in the tutorial) to get people to
use them? I had a similar issue in the tutorial where you couldn't explore, only select what they wanted you to. I actually found myself enjoying building the ride. Piecing it
together over existing rides and terrain was a novel kind of puzzle. But to put
so much time into a custom ride and then nothing… I won’t be doing another
custom ride for a while because why risk seeing no use from it. I’m not sure
the simulation elements of this game should be this hardcore especially
considering, as I repeat myself, it’s meant to have a childlike target
audience. What child would be paying this much attention not the terrible
tutorial to not waste their time like I did? The coaster sim mechanics also
feel like they were poorly implemented and when they realised no one would
understand them, tacking on ride events to allow people to increase excitement.
I have no issue with ride events, they’re cool, but allow me to remove those
mechanic’s so I can just saw them to attract people’s attention instead. It
feels like there should be a difficulty slider that limits these mechanics or
perhaps just implement them better (i.e. don’t allow a mechanic but not another
that’s required for said mechanic to work).
If that
wasn’t bad enough the ride also messed up the elevation of terrain. Somehow
building the rollercoaster elevated a tile by one inch, blocking all customers
from the back half of the park and breaking the park. Tried the smooth mechanic
and this broke the entire park by blocking the entry way. In the end I found a
tool that could let me elevate a tile on an angle and that fixed but my god is
it unintuitive. I reinstalled RC2 just to see the difference – and
immediately upon starting a scenario I was struck by just how much better it
is. The sprites have just held up better. You might say that’s just nostalgia
but I’d disagree. I played Stronghold 1 and 2 and thought the exact same thing.
But aside from that there are a lot of noticeable differences. The UI is so
much easier to use – so much so that a tutorial was completely unnecessary.
Compare that to RC3 where I had to go back to the tutorial because I couldn’t
find what I was after… You have the option for pre-built and custom by default which
makes them so much simpler without having to manage the design and excitement
of a ride and also gives you a reference point if you decide to build your own
ride. The entrances are built into the ride and match the theme, just hook up
the path and off you go. The rest of my time can be spent on micro-managing my
park and spying on guests just as it should be - only as the timing or funding allows I'll bother to create a custom ride.
Sorry everyone - Mother Gaia has deemed the park closed. |
I might come back to this game as I don’t feel like I properly explored it. Maybe when Gabe blesses the coasts of Australia with the almighty Steam Deck. But I wouldn’t be surprised if this remains on the shelf as I rarely crave for Tycoon games beyond the nostalgia of playing the originals.
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