
These can be manipulated later by selecting emplaced nodes or adding new ones to the track. Stretches of track are pulled out with the mouse and fixed into place with a click. RTW's coasters are built using a node-system. Meanwhile, the game's main attraction, the ability to create your own rollercoasters, is largely enjoyable. 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. Sculpting terrain is also very easy, enabling you to flatten mountains or create vast lakes within minutes. Creating paths and placing rides is straightforward and intuitive. 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.Īt an elementary level, Rollercoaster Tycoon World works adequately. 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. 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. Hence, you can whiz through the entire career mode in about two-to-three hours. All you need to do is complete the basic objectives and you can scurry off to the next stage. Most of these stages don't require you to build a theme park of any kind. It's a nice idea, save for one cavernous flaw. 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. 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. Career mode, sandbox, and unlimited sandbox. There are three ways to play Rollercoaster Tycoon World. Placing paths and locations is straightforward. 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. 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. What we're faced with is the boggiest of bog standard theme-park builders. 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. 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. Rollercoaster Tycoon World is worse than No Man's Sky, but not in the way that the Steam users mean that. 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." 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.Īlas, 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. As black screens go it's a very good one, the kind of fathomless void you'd expect Lovecraftian horrors to float around in. Upon launching, it presented me with an entirely black screen, and remained that way for the duration of my mid-afternoon coffee-break. My experience playing Rollercoaster Tycoon World began with confusion.
