A few thoughts, having played through nearly half the scenarios and had a quick look at the rest (didn't take me long!)
The good:
- I have to say, some of the campaign maps are truly stunning.
- Limits on terrain deformation and 'locked' scenery pieces work well, and actually makes for a challenge.
- Monolith is fun, and a just-about-sensible length (though still quite short). I like the small spaces for flat rides, and the need to build coasters over the hills.
- The other two 'coaster king' scenarios look quite good. The skull-run-down-unhappy-guests concept is neat, and building lots of coasters to varying specs in the final scenario is the kind of thing we need more of (though there's a chance the slightly odd ratings mechanics may prove to make them infuriating to complete)
- The science fiction levels also have a few decent concepts.
The not-so-good
- Many just seem too short and simple to complete. All three pirate-themed levels can be completed by building three or four flat rides and a basic coaster, and are over in just a couple of months. 'Hire two entertainers' as a 'hard' goal is a joke, even for an early scenario.
- Pirate Cove in particular is stunningly set up for expansion into a fantastic, massive park....yet I completed it by June in year 1, having only demolished one of the 'coming soon' signs.
- Night Encounters is a pretty cool concept. Unfortunately, it turns out there aren't any rollercoasters to research at all(!), and game mechanics means you just give in and build multiples of the same flat ride.
- The vast majority of goals are will automatically complete relatively quickly if you just go about building a basic park without even considering your objectives, rather than actually going out of your way to do something different. If it's money or guest oriented, at least make the numbers bigger!
- The manor-with-rapids scenario looks cool until you realize that it's just another big flat park with a fancy centerpiece.
- A few too many of them - including the very last one - are not much more than one monstrous terrain piece.
- What's with the pre-built rides having so few cars on them (pirate #2 and fantasy #2 in particular)?
****
In combination with the long-winded park management UI and weird financial balancing across the board, it's so frustrating to see the actual game-play (beyond free-form building) be so....shallow
Also, what happened to the bunch of other parks we saw in the alpha? There were a few partially-built parks with space for expansion, surely they could easily have been included in the career mode with minor adjustment?
PC is a fantastic building environment, and the team have done a stunning job building it - so it's just such a shame that they appear to have skimped on the easy parts, resulting in actually playing the game being somewhat disappointing in some respects.
Back to spending hours carefully adjusting my custom coasters and perfecting the flowerbeds, I guess...
The good:
- I have to say, some of the campaign maps are truly stunning.
- Limits on terrain deformation and 'locked' scenery pieces work well, and actually makes for a challenge.
- Monolith is fun, and a just-about-sensible length (though still quite short). I like the small spaces for flat rides, and the need to build coasters over the hills.
- The other two 'coaster king' scenarios look quite good. The skull-run-down-unhappy-guests concept is neat, and building lots of coasters to varying specs in the final scenario is the kind of thing we need more of (though there's a chance the slightly odd ratings mechanics may prove to make them infuriating to complete)
- The science fiction levels also have a few decent concepts.
The not-so-good
- Many just seem too short and simple to complete. All three pirate-themed levels can be completed by building three or four flat rides and a basic coaster, and are over in just a couple of months. 'Hire two entertainers' as a 'hard' goal is a joke, even for an early scenario.
- Pirate Cove in particular is stunningly set up for expansion into a fantastic, massive park....yet I completed it by June in year 1, having only demolished one of the 'coming soon' signs.
- Night Encounters is a pretty cool concept. Unfortunately, it turns out there aren't any rollercoasters to research at all(!), and game mechanics means you just give in and build multiples of the same flat ride.
- The vast majority of goals are will automatically complete relatively quickly if you just go about building a basic park without even considering your objectives, rather than actually going out of your way to do something different. If it's money or guest oriented, at least make the numbers bigger!
- The manor-with-rapids scenario looks cool until you realize that it's just another big flat park with a fancy centerpiece.
- A few too many of them - including the very last one - are not much more than one monstrous terrain piece.
- What's with the pre-built rides having so few cars on them (pirate #2 and fantasy #2 in particular)?
****
In combination with the long-winded park management UI and weird financial balancing across the board, it's so frustrating to see the actual game-play (beyond free-form building) be so....shallow
Also, what happened to the bunch of other parks we saw in the alpha? There were a few partially-built parks with space for expansion, surely they could easily have been included in the career mode with minor adjustment?
PC is a fantastic building environment, and the team have done a stunning job building it - so it's just such a shame that they appear to have skimped on the easy parts, resulting in actually playing the game being somewhat disappointing in some respects.
Back to spending hours carefully adjusting my custom coasters and perfecting the flowerbeds, I guess...
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