Rollercoaster Tycoon World Review

RollerCoaster Tycoon World
Developer(s)Nvizzio Creations
Publisher(s)
  • RCTO Productions
SeriesRollerCoaster Tycoon
EngineUnity
Platform(s)Microsoft Windows
ReleaseNovember 16, 2016
Genre(s)Construction and management simulation
Mode(s)Single-player

RollerCoaster Tycoon World once again puts players in charge of a theme park, complete with rides, shops, patrons and, of course, the titular rollercoasters. Park maintenance and customer happiness need to be tended to, as well as overall construction and expansion efforts.

  1. Dec 13, 2018 RollerCoaster Tycoon Adventures may not be an in-depth amusement park management sim but what's here is a ton of fun. Plus, the amount of content is superb so if you're looking for a less demanding theme park simulation experience then this is a game for you.
  2. RollerCoaster Tycoon World finds itself in the unenviable position of launching on Steam Early Access after a string of exceptionally poor Atari releases, all resurrected and once beloved.

RollerCoaster Tycoon World is a theme park construction and management simulationvideo game developed by Nvizzio Creations and published by Atari for Microsoft Windows. It is the fourth major installment in the RollerCoaster Tycoon series. The game was released on November 16, 2016.

Gameplay[edit]

Players are able to build rides, shops and roller coasters, while monitoring elements such as budget, visitor happiness and technology research. Unlike RollerCoaster Tycoon 4 Mobile, the game does not include any micro-transactions.[1] Similar to RollerCoaster Tycoon 3, the game features 3D graphics instead of the 2D isometric style of the first two installments in the series. When building roller coasters, the game makes use of a spline system instead of the old style of laying individual pieces. Players are also allowed to 'ride' the roller coasters they have created, and other rides they have placed in their park in the game, in either a first or third-person view. A new 'Park Pulse' mechanic was also introduced, allowing players to quickly find out how their park is doing and the customers' thoughts, similar to Zoo Tycoon titles.[2]

The game contains several scenery and ride themes at launch, with more in development that will be released via free updates and paid expansion packs.[3][4] The game also introduces an 'Architect mode', allowing players to plan and layout the coaster's model before constructing the coasters. Similar to the past installments, there are four different types of coasters available to build: steel, inverted, wooden, and launch-track coasters. In addition, there are ten roller coasters per type. Coasters can be built freeform or the player can place pre-made designs into their park.[5]Unlike in the previous games, the roller coaster train may fly off the tracks if the roller coaster is built incorrectly. As a result, a new 'safety-rating' option and medical staff has been added. User-generated content (including custom scenery) was available from release, as well as Steam Workshop support.[6] While terrain and environments are randomly generated in a map, players can still gain access to a terrain editor.[7]

Review

Development[edit]

When Atari announced RollerCoaster Tycoon 4 Mobile, they also promised that a title for Windows was also being developed.[8] The game was officially announced during Gamescom 2014 with a teaser trailer, subtitled World.[9] The first screenshots and details of the game were revealed during PAX Prime 2014. Part way through development, Area 52 Games took over as the developer of the game from Pipeworks Software. The reasoning behind this has not yet been published by Atari, who announced the change along with the relaunch of the RollerCoaster Tycoon website. The game was due for release in early 2015, although it was revealed that they would not announce an official launch date until closer to the release of the game.[10] A closed alpha was also in development.[7] A new trailer showing gameplay was uploaded on March 5, 2015, showing an intro featuring real life POV footage of Goliath and Colossus at Six Flags Magic Mountain.[11]

Atari later revealed that a third developer had taken over from Area 52 Games, later confirmed to be Nvizzio Creations.[12] At the NVIDIA booth on PAX Prime 2015, Atari unveiled interactive gameplay for the game showing off their development build that featured coaster building and sandbox mode. On September 29, 2015, it was announced the release date would be December 10, 2015.[13][14] Two beta weekends preceded the release of the game. The first beta weekend was the last weekend of October and this beta was focused on the new spline-based Coaster Builder.[15] The first beta weekend took place as planned. However, feedback from this beta weekend led to Atari deciding to delay the game's release to early 2016.[16] The developer noted the additional development time would allow them to add requested items and features such as “predefined piece” coaster building, additional coaster test feedback, a robust fencing tool, improved on-demand grid, and various smaller improvements.' Consequently, the second beta weekend was also delayed from November to December.[17]

Release[edit]

Atari had decided that its theme park game, RollerCoaster Tycoon World, would be launched into Early Access on 30 March, instead of going with a full release. The early access release was met with negative reviews, mostly complaining about the poor graphics, coaster builder, lack of detail, and ride animations.[18] In November 2016, Atari announced that the game will be released on November 16, 2016, one day before Planet Coaster's release.[19]

The game was available for both standard and deluxe editions. The deluxe edition contained two additional maps, terrain texture additions, a digital art book, a gold park entrance, and the panda mascot from the previous games.[20][21]

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic43/100[22]
Review score
PublicationScore
EurogamerAvoid[23]

Pre-release[edit]

A trailer released by Atari containing gameplay of RollerCoaster Tycoon World was received poorly by critics and fans.[24][25][26] Some critics noted that the game appears graphically worse than 2004's RollerCoaster Tycoon 3 and that it 'looks little better than a basic mobile game.'[27] Atari later issued a statement that the game was still in 'pre-alpha' stages, and that the graphics were not yet coded to their full resolution and would also receive a major overhaul when the game's engine is upgraded from Unity 4.6 to Unity 5.0. They also promised that the new visuals would be of higher definition and higher level of realism.[28]

Release[edit]

The release of RollerCoaster Tycoon World was met with negative reactions by critics. According to review aggregatorMetacritic, the game holds a score of 43 out of 100, based on seven reviews.[22]

Eurogamer suggested to avoid the game, comparing the game to a 'car-crash into an orphanage for bush-babies.'[23]

TechRaptor rated the game a 1/10, citing the large interface and variety of bugs and glitches within the game.[29]

See also[edit]

References[edit]

  1. ^'Rollercoaster Tycoon World coming to PC in 2015'. CVG. 12 August 2014. Retrieved 12 August 2014.
  2. ^'RollerCoaster Tycoon World in-game screenshots revealed'. Eurogamer. 2 September 2014. Retrieved 2 September 2014.
  3. ^Hayden Dingman (13 September 2014). 'RollerCoaster Tycoon World preview: The ride never ends'. PC World. Retrieved 7 February 2015.
  4. ^Mattlab. 'RollerCoaster Tycoon World Production Blog Post #2'. Atari. Archived from the original on 6 February 2015. Retrieved 6 February 2015.
  5. ^Mattlab. 'RollerCoaster Tycoon World Production Blog Post #3'. Atari. Archived from the original on 7 February 2015. Retrieved 6 February 2015.
  6. ^'RollerCoaster Tycoon World Production Blog #13'.
  7. ^ abMattlab. 'RollerCoaster Tycoon World Production Blog Post #1'. Atari. Retrieved 6 February 2015.
  8. ^'RollerCoaster Tycoon 4 Mobile out now, PC version to be introduced holiday 2014'. Gamespot. 2 September 2014. Retrieved 2 September 2014.
  9. ^'RollerCoaster Tycoon World Reveal Trailer'. IGN. 2014. Retrieved 2 September 2014.
  10. ^David Scammell (15 December 2014). 'RollerCoaster Tycoon World has a new developer'. VideoGamer.com. Retrieved 15 December 2014.
  11. ^'RollerCoaster Tycoon World™ Gameplay Reveal Teaser'. YouTube. Atari, Inc. 5 March 2015. Retrieved 5 March 2015.
  12. ^Grub, Jeff (13 May 2015). 'Roller Coaster Tycoon World is still in development — but it's under a new studio'. VentureBeat. Retrieved 14 May 2015.
  13. ^Hayden Dingman (30 August 2015). 'RollerCoaster Tycoon World preview: A wild(ly easy to get into) ride'. PC World. Retrieved 5 September 2015.
  14. ^Pr Newswire (20 August 2015). 'Atari® Rides into PAX Prime 2015, Unveils RollerCoaster Tycoon World™'. Retrieved 5 September 2015.
  15. ^'Buy - RollerCoaster Tycoon World'.
  16. ^'RCTW – Blog #23 – RollerCoaster Tycoon World Releasing in Early 2016 | RollerCoaster Tycoon World'. www.rollercoastertycoon.com. Retrieved 13 November 2015.
  17. ^Pereira, Chris (13 November 2015). 'RollerCoaster Tycoon World Delayed Following First Beta'. GameSpot. Retrieved 25 November 2017.
  18. ^Falcon, Jonah (25 March 2016). 'RollerCoaster Tycoon World coming to Steam Early Access on March 30th'. GameWatcher. Retrieved 25 March 2016.
  19. ^Livingston, Christopher (11 November 2016). 'RollerCoaster Tycoon World release date announced, and it's one day before Planet Coaster's launch'. pcgamer. Retrieved 11 November 2016.
  20. ^'RollerCoaster Tycoon World preorders now available at Steam & GMG'. Venture Beat. Retrieved 22 March 2016.
  21. ^'RollerCoaster Tycoon World™: Deluxe Edition'. Steam. Retrieved 15 January 2016.
  22. ^ ab'RollerCoaster Tycoon World'. Metacritic. Retrieved 26 November 2016.
  23. ^ abLane, Rick. 'RollerCoaster Tycoon World Review'. Eurogamer. Retrieved 12 July 2017.
  24. ^Plunkett, Luke (5 March 2015). 'New RollerCoaster Tycoon Game Looks Like Shit'. Kotaku. Retrieved 5 March 2015.
  25. ^Leack, Jonathan (5 March 2015). 'RollerCoaster Tycoon World's Gameplay Trailer is Tragically Bad'. Crave Online. Retrieved 5 March 2015.
  26. ^George, Daniel (5 March 2015). 'RollerCoaster Tycoon World Gameplay Trailer Is... Something'. Fansided. Retrieved 5 March 2015.
  27. ^Wesley Yin-Poole (6 March 2015). 'Puke! RollerCoaster Tycoon World looks...'Eurogamer. Retrieved 6 March 2015.
  28. ^Owen S. Good (21 March 2015). 'RollerCoaster Tycoon promises graphics overhaul after gameplay trailer raises complaints'. Polygon. Retrieved 21 March 2015.
  29. ^Blouin, Alec. 'Roller Coaster Tycoon World Review – How to Destroy a Franchise'. TechRaptor. Retrieved 12 July 2017.

External links[edit]

  • Official website
Retrieved from 'https://en.wikipedia.org/w/index.php?title=RollerCoaster_Tycoon_World&oldid=920114376'

Shallow simulation and lingering bugs make Rollercoaster Tycoon World a poor alternative to Planet Coaster.

My experience playing Rollercoaster Tycoon World began with confusion. Upon launching, it presented me with an entirely black screen, and remained that way for the duration of my mid-afternoon coffee-break. As black screens go it's a very good one, the kind of fathomless void you'd expect Lovecraftian horrors to float around in. In fact, I briefly wondered if this was Rollercoaster Tycoon World's new, avant-garde direction, a theme-park sim set in a dimension where the rides drive you insane.

Alas, it was merely a bug, something to do with the game failing to sync with the Steam cloud, and one of a litany of issues that has Tycoon fans worked up to a level of frenzy usually reserved for hungry sharks. Indeed, a common refrain amongst Steam user reviews is that it's 'Worse than No Man's Sky', which in the language of High Internet means 'Worse than the Tay Bridge Disaster.'

Review

Rollercoaster Tycoon World is worse than No Man's Sky, but not in the way that the Steam users mean that. A nasty part of me wishes it was 'car-crash into an orphanage for bush-babies' levels of awful, because it would be more interesting to write about. Yet developer Nvizzio has put in a fair amount of work since the game's atrocious Early Access debut, and the result is a game that is merely a bit shit.

Rollercoaster Tycoon World Review

What we're faced with is the boggiest of bog standard theme-park builders. You are Alton, God of Rollercoasters, and from your lofty position in the skybox, you're tasked with transforming a prime piece of wilderness into an offensively expensive way for weary parents to alleviate the mithering for a few hours. You lay pathways, plonk down rides, scatter a few toilets around for your punters to vomit their twelve-dollar hotdogs into, before raking in enough money to buy a four-year stay in the White House.

There are three ways to play Rollercoaster Tycoon World. Career mode, sandbox, and unlimited sandbox. The career mode essentially acts as a tutorial for the game's systems, with each of the eight stages setting a new challenge that instructs you on a different mechanic. One stage asks you to return a run-down theme park to its rails by installing some basic facilities, while another has you building a park around a deep gorge, thus introducing you to the terrain sculpting mechanics.

It's a nice idea, save for one cavernous flaw. Most of these stages don't require you to build a theme park of any kind. All you need to do is complete the basic objectives and you can scurry off to the next stage. Hence, you can whiz through the entire career mode in about two-to-three hours.

Roller Coaster Tycoon free. download full Game

You may think this a good thing, as it means you can swiftly move on to sandbox, which is where the fun of these types of games is ultimately to be had. Except, you can only unlock new rides and coasters by completing 'optional' challenges in the career mode, a baffling design decision that defeats the point of having a progressive sandbox mode in the first place. Nevertheless, if you want to just dive-in and construct a great-big theme park, Unlimited Sandbox offers all the rides and infinite funds to do so.

At an elementary level, Rollercoaster Tycoon World works adequately. Creating paths and placing rides is straightforward and intuitive. Sculpting terrain is also very easy, enabling you to flatten mountains or create vast lakes within minutes. My only gripe about the basics is having to manually remove trees and rocks that obstruct building projects, a chore which is both fiddly and, for larger rides, time-consuming.

Meanwhile, the game's main attraction, the ability to create your own rollercoasters, is largely enjoyable. RTW's coasters are built using a node-system. Stretches of track are pulled out with the mouse and fixed into place with a click. These can be manipulated later by selecting emplaced nodes or adding new ones to the track. Twists and elevations can be tweaked with the mouse-wheel. Perhaps most importantly, testing the coaster always provides clear feedback on things like safety, intensity, and entertainment.

Like a knock-off Rolex, Rollercoaster Tycoon World is cheap but functional. And that would be fine, if I was using Rollercoaster Tycoon World to keep time. But this is a simulator, and you simply cannot cheap out on good simulation.

The problems begin at an aesthetic level. It's worth noting Nvizzio have made efforts to improve the look of RTW, and some of that has paid off. Rides tick and whirr in a way that is pleasing enough to watch, and up-close, your park-goers look considerably more detailed than they used to. From a distance, however, the crowds clip and judder in an extremely unsightly fashion, while individual animations are rudimentary to say the least. Transitions from queue to ride usually involve your peeps vanishing entirely, before reappearing in their seats as if they're all empowered with Corvo Attano's Blink ability. In addition, the overall aesthetic remains flatter than a salt-plain. There's no verve or life to any of the art, it's all gaudy lumps of colour, blandly sugary like circus candyfloss.

More problematic is the simulation itself, which offers little to no challenge in running your park. As an example, I started the coaster-building stage of the career mode, and immediately had to leave my PC for baby-related reasons, leaving the game unpaused. When I returned half an hour later, I'd made ten-thousand dollars, despite having only one unfinished ride in the park which was unconnected to any paths. I reckon your park could consist of a sign reading 'Trespassers will be shot' and you'd still make money in Rollercoaster Tycoon World. It doesn't seem to matter how many rides break down, how deep the pools of litter are, how many deathcoasters you've built, peeps roll up in ever-increasing numbers, to the point where your PC can't take it anymore.

Yes, performance is still an issue. The more objects you place in a park, the longer it takes to place the next object. Once you've built a park that covers several landscape tiles, each new ride causes the game to stagger like a peep who scoffed one too many Four-Gals burgers before hopping in line for the Gut-Wrencher. Eventually, it reaches the point of unplayability, meaning that constructing large parks is virtually impossible.

A step back in time.

Even at its best, Rollercoaster Tycoon is utterly derivative. Its sole hint of a novel idea is that from time to time your park will be visited by 'Influencers', bratty social-media stars who come to the park with a specific objective, such as eating at an Italian restaurant, or buying a balloon. Amusing these obnoxious fleshbags provides you with a significant visitor boost. Personally, I'd rather be subjected to a surprise visit from Mistress Closeride the safety inspector than cater to these grinning, entitled oiks. But perhaps that's just me.

Any other new ideas RTW sports have been cribbed from Planet Coaster. I was trying to avoid comparisons with Frontier's stab at theme-parkery, but RTW's blatant copycatting makes it unavoidable. For example, Planet Coaster sports extensive customisation of almost every ride and object in the game, a feature which RTW lacked until recently. Even the basic 'skeletons' of stalls are almost identical in look to those featured in Planet Coaster. Frankly, I find this more irritating than any of the flaws RTW exhibits. It's like a reverse Cities: Skylines, copying the best ideas of another game, but doing them worse instead of better.

That, coupled with how RTW suddenly announced its launch date as the day before Planet Coaster, in a cynical bid to piggyback a few extra sales off befuddled Steam users, is what ultimately earns Rollercoaster Tycoon World the dubious award I'm giving it. It isn't universally terrible, and if it was a noble failure I'd be more inclined to forgiveness. But the way it sidles up a vastly superior game wearing similar clothes is like a celebrity impersonator trying to sell his act at said celebrity's funeral, scurrilous and underhanded. Don't be fooled. Rollercoaster Tycoon World is Dismaland without the irony, a machine designed to fleece your pockets and offer the bare minimum in return.