You'll have to carefully manage your money and the decisions you make in these campaign missions, but there aren't too many immense challenges here, which may be a letdown to gamers looking for something more grueling. In the second level, for example, you are tasked with creating your park on the cramped runways of an airport. Parkitect's campaign is a ton of fun, excelling at showing you the ropes while making you develop parks from the ground up with various challenges. Cloning and placing decorations is easy, and while building coasters can still be a little frustrating for the uninitiated, the process is extremely gratifying.
#PARKITECT VS PLANET COASTER SERIES#
The UI is greatly improved from the RCT series - nearly everything is intuitive here. It's good, but to me it doesn't feel complete, you know Planet Coaster is all about building and creating and nothing about managing.
The reason Parkitect is such a great is experience is due to how smooth and frustration-free the whole experience is. Parkitect is the small dev honoring the classic. Nothing has drastically changed here: there's a graphical overhaul and more inventory management (you're responsible for routing inventory to shops). Nothing has Parkitect takes everything that was good about the classic Rollercoaster Tycoon and Theme Park series and improves upon it. It takes time and dedication to learn how everything works, but your efforts are always rewarded.Parkitect takes everything that was good about the classic Rollercoaster Tycoon and Theme Park series and improves upon it. And it’s not just the rides themselves, but the powerful landscape tools that allow you carve through the earth and alter the geography in a manner more akin to a god sim than a theme park game. Planet Coaster is nothing if not a ruthlessly accurate simulation, but that doesn’t mean you can’t build some extraordinary creations, as one quick look at what the community has already come up with proves. As often as not that involves making your rides and layout more conventional than you had in mind, but a quick go on the first person view shows how much more daunting the rides are when you’re not just looking at them from afar. If visitors are upset they tell you why, if a ride is too scary or not exciting enough it’s made clear exactly where the problem is. You can just plonk down pre-made rides if you want, just like Theme Park, but what also helps to stave off frustration is that the game is very careful to make sure you know why everything is happening. Planet Coaster (PC) – the most customisable place on Earth To the point where the most useful point of comparison with other games is not fellow roller coaster sims but Kerbal Space Program.
#PARKITECT VS PLANET COASTER TRIAL#
But actually building the big rides, especially roller coasters, is a major undertaking in engineering trial and error. Designing you park is difficult enough, with visitors demanding constant stimulation from props, entertainers, and minor attractions. Instead of avoiding fiscal disaster the emphasis is on design, on both a macro level with the park as a whole and micromanaging the rides themselves. In career mode, and the purposefully restrictive challenges, rides have to be researched and marketing campaigns commissioned but there’s little real danger of ever completely running out of money. But although you do have the freedom to create an entire amusement park the way you want, this isn’t really a business or management sim. Although if you’re not familiar with the series it also has a lot in common with Bullfrog’s more mainstream hit Theme Park. As you might imagine, Planet Coaster is essentially a spiritual sequel to RollerCoaster Tycoon 3.