

And worse, barely anything new has been added to the game, which shouldn’t happen to a franchise that’s had ten years to come up with possible new innovations that would enhance the experience.

You barely feel like it’s worth the effort to make a cool park. You can build your own coasters, manage the park with janitors and staff and customize the environment just like you usually would in games like these.īut it’s tedious and irritating with all the bugs and crashes. What it Does Right (Which isn't Much)įor all its faults, RCT World has all the components necessary to be a good park simulator, and it has most of what the previous games included.

So be prepared for, well, a little frustration when playing this one. Players have left remarks in the game's Steam forums like, "In the scenarios, half the time I failed them because the special guest never found the dang restaurant" and, "Game will crash if your park is in heavy load or the game won't handle the graphics." Recent updates have been released to try to alleviate some of these bugs, but players still find themselves facing these issues and much more. It gets to be a headache after a while, almost like the game is saying “Hey! What are you doing? Stop playing me and go on to something better!” Slow loading times, a black screen upon trying to start the game and lag when the park gets too crowded await you. That’s normal for this game.Īlso, you cannot unlock new rides until you complete certain events in the campaign mode of the game, which greatly limits the fun you can have in the game's sandbox mode. Do you want a nice pathway connecting from a ride to another path? Don’t be shocked if you get a wonky-looking road instead. Other times, the game doesn’t let you connect pathways or turn them a certain way. Sometimes the gridlock system won’t let you place a pathway where you want to place it - even though it's right there on the flat ground. You can control the rotation angles, lengths and directions of the tracks and pathways like this, but it’s finicky as hell. In addition to the old piece-by-piece construction mechanic, there is another method of laying down paths and tracks by mouse scrolling and clicking. The BuildsĪlright, so maybe you don’t really care about visuals? After all, the game is meant to be a builder, so you’d rather focus on how the creation gameplay works. And best of all, there’s actual emotion in the park visitors they move and respond like people at a park would. The textures are also nice and add another layer of realistic depth to the game, which shows the effort that went into making it. The coasters are detailed with moving parts that work together to make the rides seem realistic. Where it is flat and odd in RTC World, the scenery in Planet Coaster looks fantastic and well textured. If you compare the visuals to Planet Coaster, RCT World just doesn’t look as good. To top it off, the animations are choppy and the characters will sometimes jerk around in odd, nonhuman ways. The landscape textures in the game aren’t much better, looking flat with odd lighting that doesn’t add any sensible depth. What's more, they show no emotion, which is unnerving. They make no noise besides the occasional scream on rides. The park visitors appear lifeless, staring out into the void while clipping through park features and even other people. Let's look at a few: The Designįrom a visuals standpoint, RCT World looks awful. Regardless of the reasons, it’s not a good move for Atari and NVIZZIO to let a game this clunky and bad loose in the world because Roller Coaster Tycoon World lacks in a lot of areas that are integral to the franchise - and game's overall playability. Its mid-November release could have also been done to have it out in time for the holiday season. As a result, not only was the Tycoon game up against one that looked great from the start, but you now have the insinuation that RCT World was rushed to compete with its rival. The game released a day before its rival, Planet Coaster, which was made by RCT’s original creators.
