I must preface my first impressions with the statement that I did try the beta briefly but quit in disgust shortly after realizing the game was on a path to a Simcity-esqe disaster before they announced they would not force online only play and would add an offline option that wasn't sandbox. However, since then I decided I'd give the game another go and a more fair assessment at launch and I'm very happy with challenge mode so far; in the little time I've had to play since the release came in the middle of my work week.
Anyways, being a player of this type of game I opted to completely skip the tutorial scenarios and decided to go straight into challenge mode to see how the new mode would hold up budget balance wise as this was a problem I often had in PlanCo when trying challenge mode. In PlanCo, there were difficulty options for challenge mode and I distinctly remember the harder difficulties actually being borderline impossible, starting you with barely enough funds to get a park going, and I often never could. My problem then was that the difficulty I did manage to get a park going on felt too easy. Place one flat ride, hit fast forward, acquire money. When I started up challenge mode for the first time I was surprised to see the seemingly generous budget of $40,000 you're started with and felt slightly concerned that the mode may also present little challenge. However this feeling left after I realized just how expensive the starting infrastructure you need in your zoo is. Two zoos of experimentation later I restarted a third time and decided to start as small as possible. I was often having trouble with the scale of the game, meaning my habitats were often 3 times larger than necessary for the animals I was picking as my starters, but then realized you can check the size of the enclosed habitat by clicking on it before you put anything in it. My first single enclosure then became home to a trio of Warthogs. It was right about now I realized just how little money I had left as I had set up all the staff buildings and some basic guest facilities beforehand, meaning all my warthogs had in their enclosure was a simple wooden shelter and a trough for water. I couldn't afford a food dish or even plant coverage, relying from here on guest donations to try and balance my budget as my wallet went into the negatives after I clicked unpause. Some time later my budget did balance out and slowly I was able to fill out the Warthog enclosure with some plants, better food and drink stations, and some enrichment which had been researched while I was waiting on funds. I really enjoyed just how absorbed I was getting with just this one habitat as I watched it grow over time as research was completed and money became available.
Something I expected from Frontier but was none the less impressed by is the game's visuals. I was happy to see that JWE's fantastic weather effects had found their way to this game as I remember being stunned by the rain in that game and how real it appeared to be, so when it first rained in my game I stopped what I was doing just to pan the camera down and have a look around as water splashed on the paths and rain off the roofs of buildings in such a way that was extremely grounded in reality. It was here I noticed how impressive the lighting is in the game as well. The light from the now mostly obscured sun was perfectly filtered by the rain and reflected off of now drenched surfaces. As I panned around I felt like one of the now very wet guests who I realized then I had built no shelters for. Some time later I experienced snow as the temp dropped below freezing and the warthogs made for their heated, now concrete shelter. The heat from the heater and shelter from the single large tree in their exhibit was melted or blocked in a very real, however two dimensional way. On top of that, the way snow would collect on all the variable surfaces of buildings and rocks and plants looked just how you'd expect. Overall I'm very impressed with the game's visual design; this is something I've come to expect from a Frontier game after playing things like Elite Dangerous and JWE.
Also something I expected to be impressed by was the sound design. I was very surprised just how sensitive the camera position was to what sounds you could hear, and it made it all the more baffling that there is no dedicated first person walk-around mode in the game as panning the camera indoors would appropriately muffle sounds from outside. Something I've grown fond of doing is panning the camera down to ground level and using the restricted camera mode to create my own pseudo-first person mode so I can see my zoo from my guest's point of view. I did this in one of my previous zoos where I made an attempt at a indoor lemur habitat which did work as intended despite being monstrously ugly on the outside. Inside the habitat there was a very realistic echo from the chattering lemurs and guests I had allowed inside, further confounding me as to why Frontier opted to not have some kind of dedicated first person mode when so much work has gone into the sound and visuals. However I feel unable to criticize it too much as the camera functions as they are still allow me to achieve what I want while simultaneously allowing me to still manage the zoo. The first person "keeper mode" from Zoo Tycoon 2 was a much loved feature of that game but even then you couldn't "walk" around and manage the zoo at the same time without exiting the mode first, lending Planet Zoo to have an advantage.
As impressed as I was with the visuals and sound, there was something I was overtly not a fan of and that's the UI. Something that I found immediately frustrating is that the Animal Market tab does not remember your filters when you exit it, forcing you to find the animal or animals you want every time you open it. I'd go to look at the selection of animals currently available and then close it to have a look around my zoo to pick a space for a new exhibit in what space and the budget would allow, only to go back to the market and have to reset the filter to what I had it to before. This became doubly frustrating when I decided to put Flamingos in an exhibit but the market only had a few at a time so I'd periodically check back for more but once again had to set my filter back to Flamingos every single time I checked. Strangely this does not happen with any of the other menus. I ran into a similar problem when trying to deal with a snake breeding problem as my snakes would have many offspring at once and overload their tiny exhibit, necessitating releasing some of them. However this is easier said than done as the management panel for the exhibit is woeful at telling me anything about the snakes in it. I'd click on one to see which of the original 4 I bought it was or if it was one of the offspring, the info panel for the individual would open up, and then I'd have to reclick on the exhibit, go to the animals tab, and repeat the process about 8 times to determine which snakes needed to be removed. A better system for managing exhibit animals wouldn't go amiss. Habitat animals are generally large enough that one doesn't need to click on the habitat itself to determine who is who, but their management could be made easier as well. Back in my experimental lemur habitat, once the lemurs were inside the compact and dense with foliage lemur enclosure, my options for managing them were to repeat the snake process or zoom all the way in and find them myself. Fortunately once all the snake I wanted to release were removed it is extremely easy to get rid of them all at once since you can select as many as you like to release simultaneously with a single click.
Another thing I found somewhat bizarre is that there is no universal "delete" tool. I spent more time than I care to admit trying to work out how to delete a path only to realize it was above the path selection box and completely spelled out on a button of its own.
I later figured this might be a symptom of the hilariously bad path building system that was transplanted from PlanCo that is only marginally saved by being able to build paths on a selectable grid. However this system does not play well with paths that were placed off grid leading to some hair pulling frustration trying to achieve exactly what you want. While many of the building tools are "unintuitive" and "janky" to say the least, of them all the path system has to be the worst. I've seen many videos now of both PlanCo and Planet Zoo where players simply give in to the game's whims and build scenery to hide gaps in paths after trying in vain to widen a path beyond the limits of the tool; or cases of players giving up and rethinking their design to operate within the limits of the tool. My third experimental zoo uses this principle as I placed all the paths before anything else, knowing trying to change it later would be an exercise in futility.
All that said, I feel as if I haven't played enough to elaborate further. But these just be my first impressions. Despite the janky controls and some frustrating UI elements, I'm quite happy with the game and find myself getting absorbed with it easily as I've waited half my life for a worthy modern addition to the neglected Zoo Management genre as I loved the original Zoo Tycoon games back when I was younger, and I'm willing to deal with this game's quirks to experience the vastly expanded management aspects and massively expanded building tools and systems to create everything I've ever wanted and more. I hope the game goes on to get many bugfixes and improvements in the future as well as some worthwhile expansions. There's plenty of room to grow for a game like this and certainly more animals to be added in the future. One can only hope we aren't charged for every single one.