Aside from the coaster building aspect & similar graphic style, this game looks and plays completely different from RCT3. Some key elements that I've noticed in the trailer includes:
- Designing AND playing your own mini-golf.
- Free driving your go-karts
- Some 1st person western shoot-out shooter mini-game
- Camera being a lot more free-roaming.
- Some mini trampoline jumping game (rewards for certain flips & jumps)
- Mini arcade games
- Sims-like interactions with other park guests
It only showed one park with a lot of theming, a few coasters & a couple of rides including the Huss Jump2... but I'm sure there'll be oodles of others, and it's going to be release for current-gen systems. Release date is currently Q4 2006... so if no delays, it could be November of this year.
http://www.joystiq.com/2006/05/13/lucasarts-ready-to-thrill-in-new-park-sim/
Still sounds an awful lot like RCT3 with worse graphics. Oh, and a shooting mini-game, woohoo.
Looking at the screenshots it appears you're limited to the same transitional elements as before.
Come on Frontier, other coaster sims have allowed you to tweak the attributes of track pieces for years. Haven't you milked Chris Sawyer's coaster engine long enough?
Wabash Cannonball said:
The thing that made the original game fun for me was the unlocking of new rides and scenarios. That was the reason that I was compelled to finish a level before I went to sleep for the evening.
Amen....I LOVED that. And it took a long time until you finally had all therides, etc. It was a great paced progression. RCT2 was good, but like others said...they lost me at the RCT2 expansions. I have no desire to even try RCT3.
Sometimes I'd rather just sit on the couch in front of my television and play these type of games so it's cool with me. Any word on the price at release?
Peabody said:
RCT2 was good, but like others said...they lost me at the RCT2 expansions.
Which, I believe, is when Frontier got their little grubby hands on things.
Coincidence? I doubt it.
No Limits isn't truly a "game" either, but at least it puts all of those to shame because there's a lot more fun to be had since you have the freedom & realism of a real coaster.
With Thrillville, I think the set price will be $39.95 for X-Box & PS2.
Thrillville will be RCT3 + Sims put together. If anyone enjoyed RCT3 (sans the slow-down), you won't be disappointed with Thrillville. Then you have to add more objectives since it's a console game... which is why they added the "sims" aspect, so your characters aren't all just generic boobs, but a more realistic representation of a character you can interact with (yea, you could create a family in RCT3, but you couldn't do much with them)...
...as long as you aren't too picky on details trying to make comparisons to how RCT1 & RCT2 was, and if the coaster-building aspect has as much freedom as RCT3, I think this could be a lot better & more fun than RCT3 (and yes, I was a fan of RCT3).
By the time RCT2 came out, I was already bored and DONE with the game. Not challenging at all. The "objectives" were FAR too easy to reach.
Now here's where it gets funny (well, to me anyway). I suggested at one point, I'd guess around 2001, making the game "competitive" by having, say, three players, one each running SFMM, Knott's, and DL. Alternatively, you could have taken, say, SFWoA, CP, and PKI.
That way you could build new attractions, advertise, run your park, maintain staffing levels (or not!), and see where your decisions got you.
Hard to imagine even *amateurs* could have done any worse than SFI did in those two markets...LOL!
--Erich
Jeff - Editor - CoasterBuzz.com - My Blog
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