![]() Having creative freedom is great and all, but it feels empty and hollow when the game doesn't react to what you're doing.Īlso, is there any way to meaningfully interact with non-coasters? Part of what annoyed me in the old RCT was that it was coasters or just throwing down some arbitrary cash for a small thing you couldn't interact with because go coaster or go home.Īlso, are there any aspects of simulation that aren't readily apparent from the storefront that would be different from what Parkitect or RCT has? (Not that you can see too much besides "there are boxes with buttons and text" so far as the management parts of the video goes.) Is there anything interesting about how attendees behave or world events that affect your park or anything like that? I'm fine with just a sandbox, but the sandbox needs to play back, or I might as well be building minecart tracks in Minecraft. the "motorcycle"-like coaster heavily punished fast turns, but rewarded steep drops, while the "dangling chest-bar" type coaster rewarded loops. ![]() You say that the game is a creative building construction game, but what is there to that? How in-depth is ride construction? If RCT is the example, you were rated on different things for different types of coasters. I already own RCT2, so that's not an issue. ![]()
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