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On hearing that RCT3 was to be released today, Pitch didn't just saunter down to his local games store. No! He ran full tilt to be one of the first to get his hands on the game! Those who remember the first two may be wondering just how much better could the third version be? Well, rest assured, Pitch has words to say, and they're pretty good words too!
I'm sure
many of you remember the "tycoon" phase that gripped the gaming world.
There was a tycoon for everything, Railroad tycoon, Moon tycoon, Deep
Sea tycoon, Transport tycoon, Hotel tycoon, Forum tycoon - you get the
idea.
However, for me, Roller Coaster tycoon was the one to
play. I remember playing for countless hours on this game which
comprised of simple, yet addictive game play in a genre only inhabited
by Bulldog's Theme park.
Now nearly 6 years on, the third instalment of this game
is ready to play.
| Developer |
|
Frontier
|
| Publisher |
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Atari
|
| CPU |
|
Pentium 3 733MHz or equivalent
|
| Graphics |
|
32Mb ATi Radeon or GeForce 2
|
| Sound |
|
16bit DX9 compatible sound card
|
After
a disappointing sequel to the first, it seemed Hasbro had dropped any
intention to make a third instalment. Instead Atari took up the reigns
with a new developer and a saucy new engine to come up with the best
tycoon game yet. No more 2d sprites moving across your screen, this is
3d. At first, it seemed that this was a graphically enhanced version of
the second, but the more I played it, the more I realised it wasn't.
To
start with, a proper tutorial has been included, unlike the pitiful one
bundled with the first two games. The tutorial covers the basics such
as camera movement and basic park management as well as more advanced
aspects of the game. Another new feature is night time. Although your
dream park is a 24hour park, night changes the atmosphere and alters
the popularity and excitement of some rides. Night time also allows you
to create elaborate firework displays enhancing your visitor's
happiness and general satisfaction.
Sandbox
mode was probably the best addition. No goals, no limits, no money, just
building. Every attraction, theme and shop is unlocked for you to build until
your hearts content. Build a park of impossible scale, or attempt to recreate
an existing one.
The
"coaster cam" is another excellent addition. This lets you ride the
actual rollercoaster like a motion simulator cranking you up to the top
before rocketing you at break-neck speeds all the way down again. The
world around you becomes a blur and you are total fixated on the track
ahead of you.
I
also found building rollercoasters far easier. With the first game, my
custom rollercoasters generally were rubbish. Intense beyond hell, as
nauseating as a dead camel and as exciting as sharing your bath with an
electric fan heater. This time around, I feel that they've really hit
the nail on the head for determining how good the ratings a
rollercoaster will get. For that job, you have the ride inspector, who
rides all your attractions and rates them.
But to really
immerse yourself in the game, 5.1 Dolby surround is has been
integrated. Couple that with some 5.1 speakers and the Coaster-cam and
you have your very own rollercoaster. Hear guests scream in excitement
or terror and hear them laugh as they exit the ride or hear them throw
up their lunch. [Ed: Just what you want to hear before dinner!] Also, you can import you own .mp3 files and play them during the ride to add that finishing touch of atmosphere to your park.
Graphical, you need only look at the screenshots to understand the graphical improvement over the first two.
The
free moving camera lets you zoom in to see the expression on guest's
faces, or zoom out to watch your pyrotechnics at work once night falls.
The people, although cartoon-like look fantastic. You can watch them
follow a nearby rollercoasters every twist and turn as they queue for
their own ride, or watch them jump back as the roller coaster loops,
inches from their faces. The level
of detail is impressive. Nothing has be left out. From interactive
scenery, to
the people manning the ticket booths; everything is animated.
Now
all of the above features mean little unless Frontier could adequately
replicate the sickening addictiveness of the first, and let me tell you
they have. The game takes hold of you and doesn't let go. With 18
levels and 3 different goal sets per level, I'm sure this is a game
that could be in my CD drive for a while. What do you think? Tell us in the forum! |