I see a lot of wonky stuff, although this may simply be the result of someone getting his or her hands on the demo and going hog wild for some casual fun. If the coaster editor has such an "anything goes" policy, the apparent flexibility with a dash of added focus might be a good recipe. Coaster Works on Dreamcast had a free-form editor that was an absolute beaut. The game allowed for totally goofy designs, but if you took a realistic approach, it proved to be an an incredible editor for its day & perhaps the RCTW editor will pan out similarly.
I still have hope that the game will find the Goldilocks zone between realism and accessibility. For me, that balance isn't about serious textures on otherwise silly rides, but means delivering fun for mainstream players while serving up plenty of extra nuance and realism for the coaster fans who want to indulge a bit more. The Sawyer games did this well. Heck, plenty of games across genres have satisfied simulation fans while maintaining a pick-up-and-play quality, and I think that balance will be RCTW's ticket to success.
Hey guys, a lot of these photos and videos are mine so I wanted to post some thoughts before heading off for another day at PAX. I've been geeking out about this game a lot this weekend, so apologies if this gets long
In the demo, you had the option to build 3 different coaster types: a hyper, a woodie, and a standup coaster. There was a nice selection of flat rides available as well but obviously plopping a ride is not as interesting as building a coaster. A lot of the other menu options were still locked both for time sake and since the game is still in alpha. There were all the usual options on the toolbar though like landscaping(locked), decorations( which were enabled) and shops(locked)
The coaster designer seems pretty powerful. I ended up building a hyper coaster with the goal of seeing what was capable not what would actually be realistic. So you plop the station and then you can click again to make the next piece. You can then position it as you see fit by moving it around. Hold shift and you can raise or lower the track, bank it, twist it, or horribly contort it. You also could choose between, normal, brake, boost, and lift track in this version, and you could go back and change the type of any previous track piece later.
As you place track, the ghost supports, before you commit, change color between red, yellow, and white. Placing track when that is red or yellow could lead to some interesting crashes but following the guide and placing track while it is white will give you a nice smooth ride. Speaking of crashing, there isn't any collision detection just yet. Trains separated from their track went flying but would just fall out of the world once they hit the ground.
The path system is still slightly buggy but seems good from what I did. The curves are a nice addition and work well. I had some trouble getting paths to connect and the entry point to queue lines were pretty nondescript but like I mentioned the game is in alpha.
The guests look good! They immediately made a bee line for any death machine I prepared for them. They had thoughts and likes and some incomplete menus but otherwise I didn't look at them to much.
So overall, I really like the game. I talked to one of the Nvizzio about the game and other coaster games. They are trying to strike a good balance between the simplicity of old RCT games and the power of No limits and I think they are succeeding. We talked about how it has been so long since a proper Coaster Tycoon game and now suddenly we have three on the horizon. They have been keeping up on the other games and we agreed that with Planet Coaster and Parkitech on the horizon, the competition should be great for everyone.
So that's my thoughts, I want to play it a few more times this weekend, and with three more days of PAX I should find my way to that part of the expo plenty of times. If you have questions I'll try to answer them, or try to find an answer next time I am over there.
Tom just sent me a bunch more photos & an awesome gameplay video! Check this out!
I'm honestly shocked...and very HAPPY that Atari took the advice of everyone who posted that the original game looked terrible, hired a new developer, and started making something that actually looks like it belongs in the RCT World! (Get it?) Congrats to them! It doesn't happen very often!
Last edited by robbalvey on Sun Aug 30, 2015 2:18 pm.
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