I was absolutely blown away by the depth in coaster creation. Now the part we’ve all been waiting for, the rollercoasters, the part I loved the most about Planet Coaster. I could write a whole paragraph dedicated to the small details, but that wouldn’t be a good read. You can assign specific work rosters to certain buildings so your highly trained staff will work in the busier areas of the park and therefore won’t get bored from the lack of work. You can customise every little aspect of your park, even down to making individual buildings look different from the next. I obsessed over my customers, building new restaurants when they wanted them, hiring janitors to clean up the litter and the bane of my park’s existence hiring security guards because people kept getting pickpocketed. It’s in the menus where a good chunk of the game will be played checking your balance sheets, what customers are saying about the park, and how happy your staff is. ![]() ![]() After a grueling opening of managing my funds, so I had enough money for an emergency and still had enough rides and facilities for my customers, I was finally turning a profit. I initially chose normal, and after about three bankrupt parks, I moved on easy (as you can tell, I’m not very good, but it’s the attempt that counts). The harder the difficulty, the less money you have to start, and stats like customer happiness fall quicker. You start by choosing your starting location and then your difficulty. Where the majority of my time went was with the Challenge Mode. Now I was never a fan of Sandbox, so I didn’t spend much time with it. Sandbox is very simple, build your dream theme park with absolutely no restrictions. My only issue with this is that I found one formula that would work to eventually beat the challenges. Some of the challenges are quite difficult, and I had a great time trying to complete them. Some of the parks are built really well (way better than anything I could build), so it was a nice change of pace from the typical sandbox mode. Career Mode could be considered the ‘campaign’ here you are dropped into a pre-built park and given a list of challenges to get a bronze, silver, or gold star. So there are three modes to choose from, Career, Challenge Mode, and Sandbox. Now that we have the basic controls out of the way let’s talk about the content in the game. Like many others, I liked to have my buildings and rides aligned perfectly, an issue I thought I would butt heads with a controller, but the ease of moving items around is amazing again, it took a while to get used to. Just like everything else in the game, buildings and movement controls can be customised to the most granular of levels. Even in my final play session with Planet Coaster: Console Edition, I was making this mistake. The one thing that baffles me the most about the controls is that square and up on the d-pad is used to fast forward, not square and right on the d-pad. ![]() Square acts as a modify for navigation, the touchpad would bring up the menu, but if you hold square, then the touchpad would bring up your challenges. There’s always going to be a learning curve, but after a few hours, I was zipping through the menus. Well, I’m happy to report that the controls are mostly intuitive. It was what put me off trying Cities: Skylines on the Nintendo Switch with all the menus and sub-menus, there simply shouldn’t be enough buttons on a controller to navigate through smoothly. The first thought in my head when I started to download was that management games are surely very hard to play with a controller.
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