First Impressions - Not Great

To preface, let me state that I am not a Planet Coaster player. I was a longtime player of the original Zoo Tycoon and Zoo Tycoon 2, as well as the original Roller Coaster Tycoon. To put it simply, this game was not ready for release and repeats a number of Planet Coaster's mistakes.

Core Issues:
1. UI/Building - The UI is overcomplicated and offers too many choices for the basic user. It is difficult to build anything quickly. If I just want to build a quick rectangular cage, I am fussing with it for far too long.The barrier system is overcomplicated and the game's desire to allow off grid building makes it difficult to lay in anything quickly, even when the grid is on. There are things to be said for having an Advanced Controls checkbox. Focus more on making the basic building experience simple and approachable and give the advanced controls to the people who want them.
2. PATHS - The current implementation of paths is limiting, touchy, and difficult to work with. I want to build plazas on a grid, not lines of pathway interconnecting. Raise and lower path elevation needs a friendly onscreen button. In fact most of the controls need a friendly onscreen button. T His is a game, not ZBrush. I should not be reading the manual to find the specific keybinds I'm looking for. Your UI needs more onscreen buttons.
3. WATER - The current water system is worse than the one in Zoo Tycoon 2, a game decades Planet Zoo's senior. You can't modify the terrain once water is added, and the Remove Water Tool is currently broken. This is game breaking.
4. NO BULLDOZER - Mass delete is important in these kinds of games. I don't want to click on every piece of default foliage in a habitat that an animal doesn't like to remove it, and the game has given me no immediately identifiable way to do this quickly.
5. Species Lineup/Exhibit Animals - As a lover of animals, there are some glaringly obvious missing species. The cynic in me says they didn't make the cut because eventual DLC. No Australian animals? No polar bears? No penguins? No anteaters or jaguars or capuchins? Whether time constraints or monetary decisions, it is noticeable. I'm also disappointed by the exhibit animals - they barely ever move and you can't do much with the exhibits - they're boring. I was looking forward to reptile houses, but they're basically statues. Only one size of exhibit, and your boa constrictor exhibit and my boa constrictor exhibit are basically identical. Exhibits could have been a lot of fun, but right now they're basically pre-assembled display kiosks for animals that barely act like animals - you don't have to put in food or water, they don't need vet care, you don't get to decorate and customize, you barely get to watch them do anything interesting. Just set the temperature and humidity and forget about them.

As of right now, there are things I could do in a decades old zoo building games that I cannot do in Planet Zoo. Planet Zoo doesn't give me the tools to make massive changes quickly and doesn't seem to respect my time as a player. It seems far too much attention was given to detailed building and not nearly enough was given to basic building, except when it comes to exhibits. The game's UI is clunky and temperamental at the best of times, and I feel like I spend most of my time trying to work around the obnoxious controls and placement than I do building things I actually wanted to build. The amount of time I have wasted trying to make paths work in this game is frankly embarrassing for a 21st century game. You have good ideas, but you haven't polished them and you clearly haven't had enough people outside your company playtest them. I really wanted to be impressed by this game, but you haven't done your research and you haven't used past feedback to revise your systems for this game.
 
Oof, that ZBrush comment though xD I can relate.

I'm pretty confident with building habitats and stuff now that I have no real glaring issues with it. But after reading your final paragraph, my mind started to wander back to my first experience with Planet Coaster.

I really didn't play that game all that much because it was extremely, glaringly obvious from first play that it's tailored more towards creative players than a casual player like myself (for theme parks at least since they're not a big passion of mine or anything). I quickly got overwhelmed by what I could do that I just... Got put off and went back to my simple, grid-based Rollercoaster Tycoon 2.

Thinking about that now, I can see where you're coming from. PZ is obviously tailored towards the players that want to design and be creative with everything... Which can make casual players feel pretty alienated. I don't think there's much room to change that feel, since that's the whole basis of Planet games.

I do hope they make it a bit more "new player friendly" though because it would be a shame for someone to be put off from having too much freedom, like I was with PC.
 
Don't get me wrong, I love the detail that Planet games allow and was incredibly excited for a zoo game that incorporated that amount of detail. Where I think Planet games utterly fail is the inability to make big changes quickly and easily. The overall scale is so focused on the small details that tools to allow you to rough in big changes quickly just aren't there. Roughing in an exhibit doesn't require knowing exactly how long each piece of wall should be, just where the walls should go. Details come after I'm happy with the basic forms. What I want is more tools for more quickly building basic things, with actual shiny UI buttons and not keybindings, which are actually fully explained in the tutorials. Zoo Tycoon 2 let me drag out rectangular and circular exhibit barriers - give me that and calculate the individual wall length automatically based on my shape. Same thing with all these modular wall pieces. Give me better quick shape placement tools, or give me more prefabs. And please for the love of all that it is good, make paths less touchy and let me build plazas.
 
1/2: Personally don't have that many issues with UI. Building is something that could've been improved. I like to build paths first and placing barriers later.. Lining them up, can be very tedious and time-consuming. Building paths ín the beginning requires more effort than most games, I think it's a trial and error with this one...
Quick shape barrier tools have been suggested throughout Beta, i also hope they implement something like this.

3: Don't have any issues with removing water, just right-click with the watertool.

4: Selection tool works fine.. We all recognize the bulldozer icon from other games, this one works just as good for mass deleting stuff..

5: Somewhat disagree with the lineup but it's a personal preference. I think African animals are a bit too much represented in the base game. Fully agree with the exhibit animals comment.

I think you are given the old ZT games a bit too much credit.. I remember them as bugged (ZT1) and also limited in options (ZT2).
And the wildpark games had horrible UI and looked very bad..

They could've added more basic structures but wait a couple of days/weeks and the workshop is overflowing with user created content.

PZ doesn't explain much and making it more user friendly for new players would help...
 
From me i just would like the addiction of family tree, more interactions between the baby animals and their parents and some nesting from the oviparous animals like in zt2 that would be so cool.
At least i hope they get to see this, besides that and some usual bugs from recent release games witch is fine, the game is looking pretty good.:)
 
The issues with the water tool seem to have been fixed or only occurs on certain maps. I was having issues removing the pond from the orangutan habitat in the 2nd Tutorial and it was a no go a couple nights ago. I still think this method of adding water is finicky and would have much preferred a water brush to sculpting dips and hoping the water tool likes it. My biggest issue with the UI is that it's not explained by the game and there are not enough tooltips. The multi select tool has no tool tip. How am I supposed to know what that button even is to look it up in the manual? A grid mode for paths may exist, but the game hasn't explained how to activate it. The tips on staff facility buildings don't say how many staff can work there at a time. It's simple mouse over information that would make the game more inviting and easier to understand for new players, and yet it's not there. It's just the lack of attention to detail and new user experience the bothers me. The game feels unpolished.
 
UI and building is basically the only thing I dont have gripes with. Take some time to explore all the menus and the extra options that open when you select an item a lot of your complaints have to do with not understanding controls and settings - I had no issue finding answers in the ingame help menu, but if you find it inadequate then there are lots of tutorials on YouTube.

However I fully agree the game comes off as grossly unfinished
 
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