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Planet Coaster 2 evaluate

Unleashing Creativity: A Deep Dive into Planet Coaster 2

By on November 22, 2024 0 23 Views

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The adaptable introduction tools in Planet Coaster 2 remain as addictive as previously, yet the enjoyment is hindered by a challenging user interface, uninspired management gameplay, and obvious content gaps that seem like deliberate spaces for downloadable content.

I absolutely adore a theme park: the sights, the aromas, the joyous screams, and the sense of exhilarating transportation. But most importantly, I cherish the breathtaking blend of science and artistry that creates these entirely immersive illusions. I’m the type of theme park enthusiast who still feels a rush of excitement when discovering how technology and creativity combine in such fascinating ways, and I’ve been imagining my ideal rides and coasters since a visit to Disney’s Haunted Mansion at the age of three sparked a delightful obsession. For individuals like myself, the original Planet Coaster was a fantasy come true. Despite its shortcomings, it was an exceptionally executed, beautifully showcased toolkit capable of transforming theme park dreams into virtual reality, and its successor promises the same, but with more.

Similar to its forerunner, Planet Coaster 2 is an instant visual spectacle; a stunning blend of artistry, animation, sound, and music that breathes life into these creative fancies – a realm of spinning metal, glowing lights, and the ecstatic cheers of visitors, to be experienced from above or ground level. Removing the visual flair, indeed, Planet Coaster 2 still owes much to Chris Sawyer’s groundbreaking RollerCoaster Tycoon, barely deviating from the framework established over twenty-five years ago. It is a game focused on the complexities of park management; of hiring staff, setting up attractions, and providing essential services – all aimed at delighting guests and generating enough revenue for the operational cycle to continue perpetually. Yet again, Planet Coaster 2’s true merits lie in the depth, variety, and adaptability of its design and customization features.

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This is a sequel of gradual evolution rather than major reinvention, which is not to say its improvements aren’t immediately noticeable – Frontier has clearly heeded feedback from Planet Coaster 1, although it seems that its most significant advancements are particularly tailored for the YouTube content creator crowd who spend hours crafting their intricate designs. The new lighting engine, for instance, is not just useful; it’s brilliant; enclosed areas are genuinely dark, which allows for properly shadowy rides without cumbersome workarounds.

Moreover, the optimization has improved. Unlike its infamous predecessor, Planet Coaster 2 significantly handles players’ creative aspirations without quickly devolving into a slideshow. Terrain construction often feels less cumbersome; flat rides can now be dismantled and thoroughly themed with decorative pieces – invaluable for those aiming for a more unified aesthetic throughout their parks – while seemingly minor enhancements such as object scaling and environmental brushes are game changers. Additionally, pools and flumes have been introduced, catering to the relentless demand for water parks among the community.


Image credit: Eurogamer

Planet Coaster 2’s diverse gameplay modes are now more clearly defined as well. There is, for instance, a campaign mode that takes players to some delightfully whimsical locations as it cheerfully turns the principles of park construction into objective-based challenges. However, its tendency to prioritize corny dad-jokes over meaningful explanations – and the frequency with which attempts at creativity confront arbitrary limitations – makes it a bit of a slog. There’s also a Franchise mode, allowing players to collaborate in a clan-like fashion to dominate leaderboards by completing weekly challenges, and it includes support for asynchronous cooperative building, too. Ultimately, for those merely looking to maximize their creative freedom, there is a highly customizable sandbox mode, permitting players to adjust the balance between park management and design as they see fit.

What Planet Coaster 2 lacks, however, is any significant strategic evolution or complexity. It discards several mechanics from its predecessor as well, including restaurants, hotels, and safety measures, all of which are now inexplicably absent. The original Planet Coaster, after all, was a frustratingly uneven experience, its exceptional introduction tools immensely overshadowing a weak management core, and it is disappointing – if perhaps not overly surprising – to see these weaknesses carry over into the sequel. It may feature a list of up-to-date management concepts – from water filtration to power distribution – but the execution remains uniformly superficial. Even water parks, Planet Coaster 2’s flagship new feature, simply exist – just a few extra holes to dig, staff to hire, and rides to create – with little in terms of deeper integration.







Image credit: Eurogamer

With all its construction advancements, Planet Coaster 2 seems to further diminish its management aspect; its two components coexist, rarely intertwining.

“`but never in genuinely captivating or persuasive ways. Moreover, it represents a regression when compared to Frontier’s previous Planet Zoo, which achieved an engaging balance between park management and aesthetics. In fact, it feels significantly inferior when placed alongside Texel Raptor’s Parkitect, which, though seemingly a nostalgic throwback, appeared to be a gradual advancement of the classic theme park simulation framework. Parkitect’s clever logistical aspects, such as resource distribution, meaningful distinctions between ‘behind the scenes’ and ‘front of house,’ not to mention its impactful weather system, all fostered a coherent strategic relationship between its two components. In contrast, the few elements that Planet Coaster 2 does take from Parkitect—like weather and environmental scoring—feel markedly underdeveloped and awkwardly separated.

Even more than its predecessor, Planet Coaster 2 comes across as a title designed for builders and innovators, the show-off creators of unique content, and that is certainly brilliant, even though it truly feels like a missed opportunity. Frontier’s sequel possesses the same undeniable, almost hypnotic allure as its forerunner regarding construction and design—arguably even more so, thanks to numerous refinements in its toolkit—with hours disappearing in a joyful haze of meticulous rock placement or in perfecting the banking curve of your brand-new coaster. The issue is, while it excels in many areas, Planet Coaster 2 overall tends to feel oddly regressive—awkward, counterintuitive, or simply outright contradictory—exhibiting an infuriating tendency to go against its own design.

Even simply navigating the menus is often a frustrating endeavor, as Frontier’s attempt to create an interface that caters to both keyboard and mouse users as well as controller players rarely succeeds for anyone. Menus are poorly organized, essential information is often missing or hidden behind dull or inconsistent layouts, and advanced settings frequently remain unexplained… The list goes on in a similar haphazard manner. For example, why is there no filter for flat rides in the Workshop? Individually, these f

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