The whole “pleasing customers” side of this sim is pretty damn easy-for instance, 600 guests might show up when you only have a single ride and a bathroom, and despite voicing their disappointment you’ll rarely see anyone get fed up and go home. Interface issues are actually chief among Planet Coaster’s problems. Trying to debug why your guests aren’t excited about a ride or why they’re getting sick can be like banging your head against a wall of numbers, and fixing the issue can occasionally mean re-building entire parts of your coaster when the game’s too dumb to correctly interpret your click-and-drag movements. Trial-and-error is all well and good, but the interface and information presented can be a bit convoluted at the best of times, or inscrutable at its worst. Still, considering coasters are ostensibly the game’s central focus I’m surprised there’s not a more concise tutorial for players to run through-or at least more information about what you’re doing wrong. It took me a few hours to meet the game’s stringent demands but I liked that it pushed me to be creative with my layout, packing in loops to meet the length requirement without making my guests vomit uncontrollably. One level in particular is an excellent showcase for coaster building, tasking you with assembling a massive 900-meter coaster that plunges through a narrow canyon. Career Mode’s built-in scenarios are a good way to get a handle on the basics, though I expect you’ll soon leave those restrictions behind for more creative pastures. An intimidating joy, perhaps, but one that’s powerful once you’ve learned its quirks. Speaking of which: The coaster-creation in Planet Coaster is also a joy. This weekend passed by in a blur, laying out new rides and then spending hours placing trees and rocks, tucking fountains and statues back in miniature clearings, burying a kraken in a pond so it pops out to scare people using my custom fantasy-themed toilets, and creating the perfect castle-themed tunnel for a roller coaster to speed through. If you have yet to pick up the main Planet Coaster game itself, the aforementioned sale is going to be live for the next three days (as of the time of writing – meaning it ends on April 11.I’m obsessed. Here’s a gameplay trailer showing off the Copperhead Strike in action: This coaster is separate from the other rides that will be a part of the aforementioned Classic Rides Collection DLC.
#Planet coaster park layout update
The Cooperhead Strike also has a mean list of features, containing a “double launch track layout including an inverted top hat, two loops, a corkscrew, and a unique jojo roll straight out of the station.” This rollercoaster is going to be free as part of a new update to the main Planet Coaster package which will bump the game’s version up to 1.11. But, there is at least one other new ride that the studio has revealed: the Copperhead Strike rollercoaster from the real-world park of Carowinds in North Carolina.Ĭarowinds’ Copperhead Strike rollercoaster is one that was designed with thrill seekers in mind, which even applies to its theme which models its cars after classic American hot rods. Frontier has not yet provided specific details as to exactly what these new rides are going to be, but have at least confirmed that more information will be released on April 16, 2019.
The new Classic Rides Collection for Planet Coaster will introduce nine new rides and one variant, each being inspired by classic rides from amusement parks all over the world. The studio has been continuously supporting the game since its initial release all the way back in late 2016, and that support has not yet decreased as a brand-new DLC pack is on the way: the Classic Rides Collection. Frontier is currently running a sale over on the Humble Store which has reduced the prices of its games, including the ever-popular Planet Coaster which has received a 55% discount.