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SimCoaster

Score: 80%
ESRB: Everyone
Publisher: EA Games
Developer: Bullfrog
Media: CD/1
Players: 1
Genre: Strategy/ Miscellaneous

Graphics & Sound:

The graphics in SimCoaster are very similar to the last game in the series (Sim Theme Park), with a kiddie-land style and feel. The rides are bright and vibrant, with lots of goofy little animations and other graphical claptrap. A bustling park has tons of things spinning, spouting, and bouncing around -- like any good fantasy theme park should, really. And the ability to jump into the park and view everything in a third-person perspective makes it that much cooler. It's not mind-blowingly gorgeous, but it's got a consistent graphical style that's quite pleasing.

The sound is similar -- childish yet functional. I loved the fact that the sounds got louder as you panned the camera closer to the park, reaching a raucous maximum when you're at 'eye level'. A simple enough effect to implement, but it really makes you feel like you're some sort of imperious warlord constructing a magnificent . . . theme park. Er, ignore that last comparison. Anyway, the sound in the game is solid, with a 'helper' who gives you advice throughout the game (sometimes a little too much advice, actually), and all of the screams and music that you've come to expect. It's not anything revolutionary, but it's eminently appropriate for the setting.


Gameplay:

And, in the end, SimCoaster is basically a tidied-up version of Sim Theme Park. While it offers a few new innovations, and a new goal-based structure, the game still uses almost all of the same mechanisms that STP did, and with that comes the baggage that the previous game had.

SimCoaster doesn't have quite the range of wild environments that Sim Theme Park did. With the World of Invention, a polar-themed world with a goofy walrus (or something) as its mascot, and an Arabian Nights themed area, you'll have to contend with fewer unique settings. But those settings are subdivided into sections, and each section is reached in a different way.

Instead of the more freeform style of STP or even Rollercoaster Tycoon, SimCoaster has you going after a series of goals. Opening up each new area, and the new parks, requires completion of Challenges. These challenges are reminiscent of the park goals in RCT -- keep people happy for a certain amount of time, or make sure no rides break down, or other such things. You can pick and choose when you start on a given scenario, which gives you time to prepare for it. This is a Good Thing. And as you complete the challenges, new rides, areas, and whatnot will open as you collect Golden Tickets.

The game itself plays much like the last one. Instead of just having kids, however, there are now adults and senior citizens as well. Every group is interested in getting something different out of the park, and catering to them all is the only way to keep everyone happy. Once again, a balanced park is an important thing to have, and a tough thing to perfect. Veterans of the series should have no problems trouncing through SimCoaster, but newcomers will definitely have to tinker before everything falls into place.

Unfortunately, though, there are some nagging issues with the game, both in the core conceits and in the general presentation. Once you've entered the game itself, the interface is clean, intuitive, and quite easy to use, but the fact that the game makes you sit through an annoying introduction before you sit down and play is rather annoying. The fact that there's no real 'main menu' to speak of when you jump into the game is similarly annoying. There are other similar nagging issues in the way the game works -- kicking you out when you alter settings, jumping you to new theme parks, and so on. The atrocious load times only exacerbate the situation. It's nothing crucial, and only nitpicks will notice it, but it's still somewhat annoying.

My main beef with the series as a whole, however, is that it never quite congeals the way that Rollercoaster Tycoon does. With all of its pretty graphics and wonderful places to explore, it never quite gets as deep or as addictive as RCT. I've never understood why -- perhaps it's the fact that Molyneaux no longer works on this series, or the fact that it goes for glitz over core enjoyment. That's not to say that it's not a fun game, because it is, but it's just not of the same caliber as the Tycoon.


Difficulty:

Once you've learned the ins and outs of the interface and basic game structure -- helped in no small way by the friendly little blue thing in the corner -- you'll find yourself going through the challenges quite easily. A few of them are, well, challenging, but most of them are almost humourously simple. Experienced Theme Parkers will probably get through this game in a day or two, which is really a shame, as there could be a lot more here. It serves as an excellent introduction into the genre for newcomers, however.

Game Mechanics:

Controlling the game is wonderfully simple, and a mousewheel makes zooming in and out painless. The context-sensitive right-click menus make life a breeze, whether you need to call a janitor to mop up some vomit or need to have a machine fixed. It's a slick interface, highly icon-driven and simple to use once you've played with it a bit. The main engine has a lot of tweakability, but never quite reaches the level of core customizability as Rollercoaster Tycoon. Of course, unlike Tycoon, you can actually wander around in the 3D world and play with the different things.

A special note of caution: even on my machine, the load times for SimCoaster are annoying. The time-impaired need to make sure that they don't switch between parks too much, or they may fall asleep during the transitions.

SimCoaster is a solid offering, an evolution of the Theme Park series that is bound to entertain fans of theme park sims. While it doesn't have the engrossing factor of Rollercoaster Tycoon, and could use a little polish on the edges, SimCoaster nonetheless has plenty of fun to deliver to anyone willing to brave the ride. If you're a fan of the genre, or looking to get started with making your own theme parks, it's hard to go wrong with it.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



Win9x/Me, P233 MMX, 32MB RAM, 4x CD-ROM, 415MB HD Space, 4MB DX7 Video Card, Keyboard, Mouse
 

Test System:



Athlon 1.1GHz running Win98 SE, 512MB RAM, GeForce 2 GTS w/ 32MB RAM, SoundBlaster Live!, 8x DVD-ROM

Windows Shogun: Total War - Warlord Edition Windows Spider-Man

 
Game Vortex :: PSIllustrated