So I have a hard time understanding how you can say it doesn't add much. Maybe you meant add much VALUE.
No. Doesn't add much period.
There's the two new themes. However, they're very shallow in depth. Also, the city pieces under the generic building pieces. Again, shallow in depth and very limiting in what you can do (like Wacky Worlds, the pieces kind of only fit together in a few particular ways)
Some new scenery under the generic tab that's so-so. The mist,smoke and fire seem to be the funnest to play with and are very versatile.
I'm not huge on wanting flat rides. I always felt the selection was sufficient in RCT2, and it's the same in RCT3. Adding the additional flats is nice enough, but flats are barely a step above scenery pieces - drop and forget.
The only two things taken care of that I've very glad to see is the option to save scenery in the track file (although it seems this is not an option with the pool complex - go figure) and the return of the 'CTRL' button for building on equal heights. (saves a crapload of time when roofing)
The mixmaster is still the silliest thing in the world to me. Way too much tedious work for modest reward - especially in what plays like a sub-game of it's own.
For me it all comes back to the fact that while I can't quite grasp exactly why, the game just isn't fun to play past a 'timekiller' sort of thing.
I'll stand by the last assessment - Worth it if you liked RCT3 as it stood. Probably worth it if you were an "on the fence" type. The stuff here will probably put you on the "like" side of things. Not worth it if you didn't like RCT3 and were hoping for Soaked to correct whatever issues you took offense to.
Can't they just add some stuff to the existing coasters on the next one?
When I first saw that RCT3 did not have this option that was available in RCT2, I hated it. I really don't have to worry about food prices in general, but at least this "one stop pricing" option was better than going into each and every freakin' stand and adjusting things. Glad to see this is back with soaked. It's not much (I still want a Tilt-a-Whirl and fences / walls that don't prohibit scenery / paths / coasters from being placed up against them), but at least it removes the biggest pain in the arse that I found in playing the game.
If it was in fact there in RCT3, it was burried so deep I never found it... Soaked either (re)introduced it or made it painfully obvious.
I think that one of the games biggest advantages turns out to be its biggest problem: It is not targeted at a specific age-group! And the programmers seem to be lost in trying to create a game that satisfies the wishes of kids to grown-ups (and nerds!).
Right now it seems that the older gamers seem to be frustrated with the stagnation in coaster design, while the younger ones don´t seem to care. They are happy toying around with all sorts of new things the game offers (sadly most of the stuff does not allow much to be toyed with).
Just look at recent screenshots you´ll find everywhere: You´ll see nicely crafted landscaping and architecture, but you hardly see any rides in there. If you spot one, its likely to be a flatride but most certainly not a coaster. Free terrain forming and bulky coasters just don´t mix.
They never touched the horrible stations, the unrealistic supports (don´t get me started with the disappearing ones) and the lack of freedom to build your designs. Instead they took away much of the details we used to have. (moving brakes, realistic cable lift, magnetic brakes, etc.)
Right now, even adding tons of scenery doesn´t seem to improve the excitement rates.
But enough of this, now we will get "wild" and things will get even more "meh"! In fact they will get "meh, meh", because we finally get animals and a petting zoo! Oh, and the franchise is breaking with a habit: They include rides which never existed (like the Seizmic coaster and some italian airplane swings)
Touching on some of what Tekno said, I agree entirely. There needs to be advancement in the Roller Coaster side of things. I like the new sloped wide turn that can be used on water slides and some new coaster types. So why isn't it incorporated into the older designs. At this point, not necessarily even new pieces (though I'd gladly welcome them), but some new options with the current pieces.
Touching on what SLFAKE was mentioning, I agree there too. In general (and it's been said a zillion times) - it plays too differently from the first two games. It feels different. Peeps behave differently. The park evolves differently. Stats figuring is different. Scenery fits differently.
And in every case, the old way feels better.
And tying this in with some of the changes, I noticed the new scenery/fences are much less prohibitive when trying to share space on a single grid square, but that they didn't change the old pieces at all. So building with the new pieces is a very slight step forward.
No idea why they don't backtrack to make it all work similarly.
Finally touching on tricktrack's post, I tend to agree here too. :)
They are happy toying around with all sorts of new things the game offers (sadly most of the stuff does not allow much to be toyed with).
This is very profound. I love it. The game feels very unflexible - something that the first two never felt like. The scenery (as much as it holds importance in rounding out your own style) is so limited. Pieces seem to have a purpose and that purpose only. Just try using them in unique and creative ways and it looks ridiculous. I like the way the new city pieces added under the generic theme look - but play with them for a few moments and you throw your mouse in disgust. The fit together in very specific ways. Whoop-de-doo, we can all build the same building. Just make it a pre-fab.
There is lots to toy with, but little to have fun with.
Right now, even adding tons of scenery doesn´t seem to improve the excitement rates.
Yes, yes, yes! I had so much fun pushing my designs to their limits and watching the stats change. A different turn here, a tree here, some water, a station change, trim brake - some of my RCT2 coasters went through an evolution of sorts and you could just watch the basic idea slowly tuen into a stats machine that peeps would devour.
RCT3 doesn't even come close in that aspect.
But enough of this, now we will get "wild" and things will get even more "meh"! In fact they will get "meh, meh", because we finally get animals and a petting zoo!
I think the path the fanchise will take is now very clear. RCT is the main module. It used to be a park sim game with a sort of roller coaster designer mini-game built in. Kind of a sub-game with in the game. Build your own custom coaster and plop it into the main game. (I suppose certain tracked rides were like this too, but the coaster building was the main 'game within the game')
Now with RCT3 the main module is a park creation tool (remember the first didn't even have sandbox mode or building pieces beyond textures on terraformed land), but I digress.
Anyway, it seems that RCT3 is the main module with the 'mini-games' (coaster designer, tracked ride designer, mixmaster, peep designer) for importing your own custom things into the main game.
Soaked continues this - more mixmaster features with the laser, water, whale and dolphin shows and now the pool complex designer. Create in a little 'sub-game' and plop those things into the main game.
Just with the limited info on Wild, you can tell this is how it'll go. (tools to lay out zoos and animal related attractions that then get plopped into your park - the main game)
I just wish I could remember all the options listed on the survey they sent me a while back. The question was worded somewhat like:
"Would you be interest in creating your own:" with a list of choices to check. One was zoos (and that seems to be the next addon. The only other one I can remember from the list (of about a dozen) was hotels.
All the addons will be specialized little 'mini-games' that add different aspects to the park, while tossing a few related features into the main game for good measure.
I've compared RCT3 to The Sims a couple of times on these forums and the speed and style in which they're expanding the game feels very Sims-like to me.
Whether it's a good thing or not depends on the individual, I guess.
I'm messing with a large park. I have a 11x28 piece of land and decided to do a big ol' dark ride on it.
Rather than build it on the actual park map (which is starting to exhibit the standard slowdown), I decided to make something on a blank map figuring it'd be easy enough to save the design with scenery and slap it in the open spot.
So I spend an even putting together a pretty nice dark ride using the Haunted Hotel and enclosing it.
I save the file with the scenery and load up the park. When I go to drop it, the trouble begins. (surprise!)
First off, not all the pieces were saved. There's random roof pieces missing. (not too big a deal, but geez) and yes, I tried saving it again thinking it was may fault, but oddly enought the exact same pieces were missing the second time around.
Secondly, saving scenery does not save pathways. Again a minor issue, but a pretty major oversight. (surprise again!)
Third (and the biggest issue of all) is that when I rotate the ride to fit into the spot, the scenery gets all out of sync with the ride. The ride pops out of the side of the building, scenery pieces are out of the building and stuff like that. It lays fine if you keep the original orientation or rotate it 270 degrees (3 clicks), but if you rotate it 90 or 180 degrees, it gets thrown off.
So what I used to list as a plus (scenery saved with track file), I now list as a minus.
Who the hell beta tested this crap? ;)
Lord Gonchar said:Who the hell beta tested this crap? ;)
LOL...I admit, I didn't check that ride. There were too many things for one single person to check everything! Although any similar graphics issues I had in the beta were solved. Interesting.
This ride is messed up anyway and requires patching. Seems it will rollback too easily. I think this is one of a couple of things that no one played in the beta so slipped through the cracks.
And yes..I agree 100% on the paths saving thing. Frontier was told about that issue, but either didn't have time to address or didn't listen. Which is unfortunate as they really should be.
Still too many odd issues like this with the game. This should all be addressed before they keep adding waterparks and zoos and whatnot.
Also glad you got the tongue-in-cheek nature of my beta test comment. :)
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