The Planet Coaster Console from Frontier is a completely new way to play Planet Coaster. It takes everything that makes the PC version so fantastic and adds and changes it to make it work for console players.
There’s a fresh new lesson, as well as a new controller-friendly layout and menu. You’ll also see certain levels from the PC version that were later added, as well as the Frontier Workshop, the studio’s mechanism for sharing and downloading user creations.
Despite the additions, though, Planet Coaster still has a severe learning curve. To assist you, we’ve put together a beginner’s guide that covers all you need to know about Planet Coaster Console.
Table of Contents
Planet Coaster: A New Generation Of Theme Park Management
Planet Coaster was first launched for Microsoft Windows on November 17, 2016, almost four years ago to the day. Many consider the theme park construction and management game to be a natural sequel to the Rollercoaster Tycoon series. It takes the premise of developing and operating a theme park and amps it up to eleven with massive micromanagement and personalization.
Planet Coaster Console Edition provides an incredibly detailed theme park simulation experience to console gamers.
Anyone who has played Planet Coaster knows how intricate the game is, and how steep the learning curve is. From the walkways to the rides, as well as every facet of how the park operates, almost everything in Planet Coaster may be changed. Even the scenery can be assembled piece by piece, or even wall by wall in some circumstances.
This amount of detail adds a lot of richness to the game, but it also adds a lot of obstacles, especially for controller users. As a result, the Planet Coaster Console Edition is more than just a transfer; it also contains a complete rework of the control mechanism and game UI, simplifying and streamlining the experience for console players.
Planet Coaster: Grab A Shovel, You’re About To Get In Deep
It’s all about control on Planet Coaster. With in-depth features rarely seen in games of this type, it takes the management genre to the next level. There are no simple menus in this game, unlike in Rollercoaster Tycoon 3 or Jurassic World: Evolution, because every item you build and every decision you make has multiple options. There are so many alternatives.
You don’t just set a shop, rotate it a little, and connect it to a path, for example. You can employ custom roofs, walls, windows, and doors to surround the shop shell in Planet Coaster to create an entirely customized appearance. Then you add your path, which you may customize in terms of length, width, and angle. While you can use pre-built blueprints for the buildings and landscape, you’ll still have three-movement and rotation options, providing for a level of precision placement you wouldn’t expect.
Planet Coaster: A Rollercoaster Ride
Back in September, I was allowed to play a preview of the tutorial level, and I’ll be honest, I was terrified. Everything, from the menus to the use of a controller, was unknown to me. While I left hoping that the game would be accessible to newbies, I felt at a disadvantage because I’d been playing on PC for so long.
However, once I was free of the fear of the devs seeing me play, I was able to fully examine the new features and appreciate just how much effort went into this game. There’s a career mode, a sandbox mode, and a challenge mode, as predicted, and everything operates the same way as the PC version of Planet Coaster and Frontier’s Planet Zoo, which were both developed using the same in-house game engine. The variations are in the operation of the menus, particularly the cascading menu system.
Slow Progress Is Still Progress
There’s a reason why it can take years for a firm to break even, and Planet Coaster follows the same premise with each park. Essentially, it’s not a good idea to spend money on one attraction after another without a solid plan. Going for thrilling coasters and track rides, on the other hand, can burn through money quickly before generating a profit and isn’t ideal for a tiny amusement park.
Instead, players should concentrate on commonplace attractions that are sure to draw a crowd. Teacups and the Cube are examples of starting attractions that virtually always make a profit. The idea is to construct enough basic rides to construct a “big” track ride that will draw a larger crowd. This will snowball into many track rides, eventually leading to a large roller coaster. Coasters should be placed last due to their size and the fact that they don’t usually produce money right away.