Review

Planet Coaster Review

  • First Released Nov 17, 2016
    released
  • PC

The coastest with the mostest.

Building and managing an amusement park is a difficult job. There are a surprising number of things to consider: keeping your rides safe and well maintained, making sure you have enough trash cans and janitors to keep things clean, forecasting and managing your finances to avoid crippling debt, and deciding how many pickles should or should not be on a burger. But most importantly, you need to keep everyone happy. You need to keep your visitors entertained, your employees motivated, and your business a success

Planet Coaster is a game full of optimistic, fun-loving character that conjures up fond memories of visiting local carnivals as kids, full of bright lights and jaunty calliope music, or maybe a more recent excursion to a big-name amusement park, full of thematic details everywhere you look. The desire to try to replicate these experiences is a driving force that makes it easy to get swept up in every aspect of Planet Coaster. This is a simulation where you can find satisfaction in tweaking your park on a macro scale: managing your park's overall cash flow and adjusting variables to influence average guest behavior, for example. But you can also lose yourself in the more frivolous micro level, placing that decorative shrub in just the right spot or making sure a roller coaster triggers confetti cannons at just the right time.

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It's possible to feel lost when you first dive into construction and management. There's no integrated beginner's tutorial--only links to YouTube videos explaining some of the basics. But this quickly proves to be an ample solution since the systems in place are so clear and simple to use. With construction, the tools for creating and manipulating walkways, shops, rides, and scenery are efficient and enjoyable. Snaking a path between obstacles or creating a spiral staircase to reach an elevated platform, for example, is painless. Instead of drawing out a route, the pathing tool involves laying down suggested pieces. You can adjust the direction and elevation of a piece with subtle mouse movements, and clicking anywhere places the segment. Mistakes can instantly be undone using the universal Ctrl+Z shortcut, with any money spent instantly being refunded in full. It's an intuitive process that encourages experimentation without the fear of punishment.

Constructing a roller coaster--which may sound as intimidating as riding one--is, thankfully, just as simple. Laying down tracks relies on a similar predictive pathing tool, but with a few handy additions: there are buttons to help adjust the curvature and rotation of each track piece, a number of complex, pre-made turns are available to quickly attach, and the track can be automatically completed and smoothed out. Portions of a coaster can also be adjusted non-destructively after it's been fully built. It's an accessible process that will allow even the most novice of players to comfortably create thrill-rides of their own.

This handy heatmap overlay can help pinpoint the exact position where your guests will throw up.
This handy heatmap overlay can help pinpoint the exact position where your guests will throw up.

This intuitiveness is consistent among all of Planet Coaster's tools. They're all extremely versatile, but it doesn't take long for them to feel like second nature. You can pull the earth up through pre-existing structures to mold tunnels like it's no big deal. A series of interlocking, elevated walkways spanning across vast chasms takes minutes. In making the labor of construction easy, Planet Coaster fast-tracks you into feeling like the game's creative possibilities are endless.

While you can use pre-designed shops and scenery in your park planning, you can also build your own from scratch. Learning how to construct buildings requires a little more diligence, but only to get your head around the abundance of individual pieces you have to choose from: walls, roofs, windows, lights, animatronic characters, special stage effects, and foliage. Anything you construct can easily be saved as a template for future use or shared with the community. Given that creation is a painless process, it comes as no surprise that Steam Workshop integration is robust, seamless, and virtually limitless. Thanks to the game's long stint in Early Access, there are more than 44,000 items available for use--beautifully intricate structures and stores, ambitious, carefully engineered rides, and detailed replicas of real-world attractions. Casual discovery can be a problem outside of prolific creators, but if you know what you want, chances are it's probably already there.

Planet Coaster offers three different modes of play: Challenge, Sandbox and Career. Challenge mode offers the classic blank-canvas scenario where you begin with limited funds, a limited selection of rides, and an empty lot. Sandbox mode is the same as Challenge mode only you're given unlimited finances, and Career mode puts you in the middle of pre-made scenarios. Initially, Career seems unattractive, especially since the game's tools for creativity are so well realized and beg to be used on a fresh plot of land. However, it's here where you're pitted against the game's management variables and learn how to work with and around them.

Career entrusts you with a number of impressive, half-designed parks--which on their own, are an awe-inspiring glimpse into what you can achieve with the game's tools. It then dumps you in very tricky situations and requires you to learn how to get out of them with what you have on hand. A scenario may ask that you make a park located on treacherous terrain, without resorting to flattening the world with terraforming tools. It might limit you to traditional rides like carousels, requiring you to make the most of them, and tweak your park so it specifically caters to families. It may place a monolith in the center of your park that mysteriously makes attractions break down faster, forcing you to become competent in managing technicians, work rosters, and maintenance schedules.

There's little guidance on the steps you should take to resolve these situations, and succeeding in a Career map may take more patience than other modes. But it's satisfying to solve a big problem in a trial by fire, using hard-earned knowledge. Working hard to pull yourself out of bad situations, slowly improve your finances, and continuing to create bigger, better, and more attractive things under strict limitations is a great challenge. Once you've accomplished your goals, you're left with a profitable, well-attended, attractive park to keep building on.

Career mode offers beautiful parks in dire circumstances.
Career mode offers beautiful parks in dire circumstances.

This is what makes Career mode compelling: it encourages you to dive deep into the management layer and focuses your attention on the elements that you may have ignored without consequence in the other modes. With the traditional blank-canvas Challenge mode, it's easy to coast along, since ride integrity and human happiness don't degrade fast enough to require constant attention, at least on the default difficulty. Planet Coaster has a wealth of easily digestible variables to tweak, all of which have tangible effects--the cost of your food and what toppings you have on them, the duration and specific movement cycles of your rides--but if you have no interest in this kind of micromanagement, it's easy enough to leave everything on the default settings and still be profitable, leaving you to focus on the creation aspect.

Planet Coaster's construction tools are effortlessly intuitive and encouraging, and the minutiae of its management variables are fun to tinker with for obsessive players, though it won't punish those who don't find satisfaction there. This is a game focused on the positivity that amusement parks can bring, one that fosters even the smallest spark of imagination and creativity. Planet Coaster's scenario-based maps are a delightful challenge, the included assets are full of character, and its Steam Workshop community is a stupefying bounty of creative talent and inexhaustible content. It's a game that occupies your thoughts when you're not playing it, and it's thoroughly captivating when you are.

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The Good
Versatile, accessible construction tools motivate creativity
Community-driven Steam Workshop content is astonishingly abundant
Career mode scenarios provide tough, unique challenges
Poignantly optimistic, evocative tone
The Bad
Management isn’t a meaningful challenge outside of Career mode.
9
Superb
About GameSpot's Reviews

About the Author

Edmond Tran has spent more than 45 hours playing Planet Coaster, building over a dozen parks. His favorite park mascot is Gulpee Rex, and he thinks Cosmic Cow should be locked away. A copy of the game was provided by Frontier Developments.
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Avatar image for aksawy3
aksawy3

I think that a good park simulator after so long is very welcome ..

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edinko

Of course it doesnt have a video review even if its a 9 and a great game presumably because its not on ps4.

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GirlUSoCrazy

@edinko: Video reviews are crap unless you happen to have earphones where you are and time to sit down and watch stuff

If I want to see a video to get an idea of a game I'd rather watch a quick look or a let's play, you get a better idea than a bunch of quick cuts

Avatar image for deactivated-5b19214ec908b

@edinko: Considering how gamespot video reviews are just someone reading the written review word for word, why do you even want one?

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edinko

@toast_burner: i like to liste to reviews. WHy is not all the sony games a written review? Yeah right. Shillspot at its best.

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DeathSwagga

@toast_burner: He's blind

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SaturatedButter

"but only to get your head around the abundance of individual pieces you have to choose from"

To those thinking of purchasing this game, you should know one of the main concerns is that it actually doesn't have an abundance of individual parts. It lacks content.

Avatar image for blau808
blau808

@saturatedbutter: You're kidding right? You can combine pieces together and create your own customized pieces. The choices are practically limitless. Have you even played the game?

Avatar image for saturatedbutter
SaturatedButter

@blau808: My Steam profile says "25 hrs on record"

So... yes. I've played the game. As have everyone else that's complained about lack of content.

If we're talking about rides, RCT 3 has more variety of rides and ride options.

IF we're talking scenery, much of the themes have very few props. Also, inability to resize scenery objects can be a real annoyance.

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Itzsfo0

@saturatedbutter: to each their own

Avatar image for Orontes13
Orontes13

A good park simulator after so long is very welcome. But the game is quite overpriced. Frontier is expert at exploiting starved fanbases.

Avatar image for saturatedbutter
SaturatedButter

@Orontes13: It's not a really good park simulator. If you're in it for the management sim you will probably be disappointed. The focus for this game is on making cool-looking parks. The management simulation game is weak.

Avatar image for Itzsfo0
Itzsfo0

@saturatedbutter: i wasn't disappointed, it may not have alot in terms of management (and thats fine) I sorta went in knowing that, I dont take it that seriously I was looking for something to just basically make cool looking riders period.

Avatar image for smylexx
smylexx

@Orontes13: With over 200 hours play time logged, I don't think it's overpriced. This is one of those games that will continue to impress years from now and one which I think people will keep coming back to. Roller Coaster Tycoon 3 is a decade old and still has a fairly active community.

Avatar image for Orontes13
Orontes13

@smylexx: You can say the same about many famous management sims with hundreds of hours of gameplay, but cost a lot less. Even recent ones like Cities Skylines cost half of this.

Avatar image for smylexx
smylexx

@Orontes13: that's true but, like I stated, I've put in over 200 hours into it. If I stopped playing right now, I would say that I've got my money's worth.

Avatar image for Orontes13
Orontes13

@smylexx: By that logic, all procedural games should charge hundreds of dollars. I have put 1000 hours in Mount and Blade. That does not mean I would have paid $200 for it. You should relate price to how much effort the devs have put in.

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csward

@smylexx: Not everyone is insane like you sir. Yes, the price may be worth it for 5% of people, but you don't speak for everyone.

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smylexx

@csward: I never implied I was talking for everyone. I clearly said that 'I' feel 'I' have had my money's worth.

However, take a look at the long series of youtube videos by people such as Nerdcubed, Silvarret, Flabaliki... there was a healthy community in place before the game even got out of Beta. Given the longevity of RCT3, there's certainly a large amount of people out there who would find this game a great deal of fun.

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GamerOuTLaWzz

Why cant this come to PS4 insead of the shitty Last guardian.

Avatar image for Itzsfo0
Itzsfo0

@gameroutlawzz: this game vs the great last guardian haha- cute joke. this game is a joke compared to the last guardian no doubt..THIS game has little to no content, its basically 2 hours of building a cute amusement park. haha, to compare the two is funny.

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edinko

@Itzsfo0:last guardian is a MEH game that is unplayable on the standard ps4 while looking like a ps2 title

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GirlUSoCrazy

@edinko: Are you nuts, people enjoyed Shadow of the Colossus on PS2 even though it ran at 15fps like Zelda on N64 and the general consensus is these two are classics.

The PS4 game is 30fps and has frame dips in 2-3 spots in the ENTIRE GAME and suddenly it's unplayable?

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csward

@Itzsfo0: aaand last guardian has 13-14 hours of gameplay, so really, they're both fairly content light.

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Harbinger73

@gameroutlawzz: I expect the primary issues are:

Frontier's engine (Cobra) doesn't currently have any PS4 support.

No Steam Workshop-esq feature out of the box on PS4 as far as I'm aware.

Converting the controls to a joypad may be challenging.

Not to say it's an insurmountable challenge but Elite Dangerous is bound to be their highest priority when it comes to a PS4 port and only once they've done this will they have laid the groundwork in their engine.

Avatar image for girlusocrazy
GirlUSoCrazy

@harbinger73: It could work with the touchpad to control the cursor and L/R with the non-touchpad hand to click (depending if you're left/right handed)

Avatar image for harbinger73
Harbinger73

@harbinger73: Interesting follow up to my post from the other day. A PS4 Elite Dangerous port has just been announced today for release in Q2 2017 so Frontier has definitely started laying that groundwork.

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JimmyCos

I'm so happy about this game ♥ i've been waiting for a good RCT game nearly a decade, i know this isn't part of that brand but it has the spirit. Just look at those puke mechanics! That's just like good ol RCT.

Avatar image for girlusocrazy
GirlUSoCrazy

@JimmyCos: 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩

Oh great emojis work

Avatar image for Lattata
Lattata

This game took me back to the days of RCT. I have also played the new RCT, and it's downright awful. I find myself playing this more often, as it's currently installed over RCT:W.

I dove right back into this game, and got used to it much faster.

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Planet Coaster More Info

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  • First Released Nov 17, 2016
    released
    • PC
    Create, build, share and experience the greatest coaster parks!
    8.1
    Average Rating31 Rating(s)
    Please Sign In to rate Planet Coaster
    Developed by:
    Frontier Developments
    Published by:
    Frontier Developments, Sold Out
    Genre(s):
    Management, Strategy
    Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
    Everyone
    Crude Humor, Mild Violence