RollerCoaster Tycoon 3 Reviewed:
Author: Jcat

     I believe I've just installed a game that will remain on my PC for many moons to come. The world of RCT3 shines with detail, and the amount of features is simply staggering. You can spend an evening just working on one coaster, and dressing it up with so many available options. Park making is going to take on a whole new level as no longer are we confined like some helicopter hovering over a restricted isometric view. Now, we get to explore each others work from any view we please,  starting at the entrance, as we experience someone elses ride kingdom on a personal level. The building options are a lot easier this time around, as you are no longer stuck with four views, so aligning walls, roofs, etc.. is fast and a heck of a lot more accurate. I remember trying to build walls with the previous versions, only to find pieces way off in alignment when I decided to rotate the playing area, not to mention, how tedious placing stations became when you had them buried inside the base a monster coaster. Working in a 3D environment is the way this product was meant to be.


The amount of coaster-types is more then satisfying, and RCT3 certainly doesn't skimp in this department, covering just about every type of coaster found in our real work parks of today.

Building coasters is pretty much the process used in the first and second versions, and importing your RCT1 and 2 creations is a snap. However, in keeping with the style to which many RCT enthusiasts have been accustomed to, results in certain track pieces that do not translate well to the 3D world.... namely banks turns. The bank turns are too instant and abrupt, but I guess that's the one price we had to pay to stay "familiar". I for one, could care less about loading in my old creations, and would have preferred a bit more realism in this department at the sacrifice of old track compatibility. Still, there is so much that RCT3 has to offer, it's hard not to forgive.

After all the requests to have more flat rides, we finally got a large selection of some of the nicest looking rides ever to grace your monitor, outside of looking at an actual amusement park movie clip. In fact, so much care and detail went into "most" of the flat rides, that some of the major attractions like the water-based track rides such as the Log Flume and River Rapids got a bit short changed. While these AAA attractions contain lovely flowing water, and detailed structural work, they lack proper sound: All lifts use the common sound effect used on most of the coasters in RCT3, and there is no audio for the water splashes. While the hills are steeper, which is a big plus, it's pretty odd to be hurling down one, only to hear complete silence at the bottom.

I'm not going to cover the peeps, because they already steal the show, with so many reactions to the land around them; Frontier did a superb job on these intriguing characters. Unlike the standard army of clones in RCT 1/2, you can spend all day just watching these 3D customers in action. Bravo!

The available scenery is one of the great new features, in fact you won't believe the amount of objects Frontier has unleashed for a first release in what will have a series of expansion packs to follow, and the animatronics are brilliant! Landscapers will have enough foliage to create the forest of their dreams. I wondered though, why they decided not to put sound on the track-triggered Animatronics? Riding by a huge T-rex or a nearby massive oil rig exploding aren't exactly effective with no audio. I hope to see a some sound added for these attractions in the near future.

One of most incredible features in RCT3 is indeed the landscape editor. Once you dig trenches, raise mountains, add water, and spray paint your textures, you may never want to touch the fossil of an editor (though good for its time) in RCT 1-2 again. It couldn't be easier to build your foundation, and some of the advanced options like auto-leveling ground when placing down objects is simply outstanding.

Ending off this review, I'm going to cover some of the key problems that seriously beg for an update:

- Block Brakes: They are totally not correct. Block Brakes are meant to hold trains while the train ahead clears its own block brake zone. If all is clear, the block brakes SHOULD NOT, repeat SHOULD NOT stop the train abruptly then release it. If the zones ahead are clear, a block brake should not become that agreessive at all, and the train should pass right over it, or, if you set the block at lower speed then the train is traveling,  it should slow it down (like a regular brake would do). If there's a threat of a collision, THEN the block brake should grab and HOLD the train until all is safe to release. As it stands now, the lap bar would be implanted in your chest the way these trains stop so instantly.

- Launch/Chain choices: Many of these coasters have restricted ways of leaving the station. For instance, the 2 Seater impulse inverted coater selection is great, but try finding one that launches forward out of the station AND supports banks; you won't. There are other Impulse coasters to choose from which DO support banks, but guess what? The program only offers a REVERSE launch or chain lift for these styles. I want to shoot out of the station facing forward, and have the ability to have a banked curve - is that so wrong?  Rides like Volcano at King's Dominion launch out of the station, and into a series of banks, but a coaster like this can not be done in RCT3. I feel, Frontier should fix this,  so that all coaters have the extra options available to them, if of course they make sense. I don't expect a log flume lim launch, but all steel coasters should have a a choice of being launch from station, and a wider range of speed choices on the lift chains...just like the original demo had.  In addition, they should have offered a speed boost or lim track option that can be placed anywhere on your coaster just like the brakes. Many coasters today use all types of available technology - even mouse coasters will be using booster/launch-type tracks, if they re not already.


Ending comments:

Overall, RCT3 is exciting, addicting, revolutionary in most ways, yet, a step backwards in some others. Park building is going to bring mega-hours of enjoyment, as there's so much to discover, and customize. I'm thoroughly enjoying the product, but every time I reach a new plateau of coaster-gaming bliss, a small monster called a questionable programming decision jumps in the way. As it stands now, it's a four star game in my opinion, with the fifth star looming close behind, with the name "patch me" taped to its back. 
 

 
     
 

Comments or Questions? feedback@trackworx.com

© 2004 Trackworx