My 25 Favorite Games I Played Before Turning 25, #5
Any video games that encourage user creativity get bonus points in my book, enough so that games with questionable or vapid gameplay can still pull far into my favorites when paired with enough creative energy. Games like Graffiti Kingdom and Scribblenauts fall into this category, where the gameplay and controls are the least impressive aspect of the game, yet the style of the presentation and the capabilities of the engine are the highlights. It's true that even with my love for pure gameplay experience, games can win me over if the implementation of their novel ideas can bridge the gap between the unexciting usage of their controls. So why not cut the bad controls out entirely?
Rollercoaster Tycoon 3 takes the best of both worlds, using what I like from sim building games and combining it with my favorite part of other vehicle based video games: User-made creation/interaction and physics. One of the first things any RCT3 sandbox player will do during their first experience is create a rollercoaster that will crash and explode... on purpose. Preferably into a crowd of people. This sort of maniacal behavior is usually frowned upon, but in RCT3, it's rewarding. Peeps are violently thrown around like bowling pins when struck by the rogue coaster cars, with the explosions launching them even further. RCT3 has a cheat where you can make these explosions even more powerful, with the only benefit being the range of which peeps can be launched. The game has a cheat that will automatically make everybody in the park throw up all at once. In the other expansions, you can further abuse peeps by releasing wild animals on them and finding new ways to drown peeps underwater. It's sadistic... but hilarious!
Behind the horrible mistreatment of park guests, however, lies a sim game with a surprising amount of depth. The 3D engine is not a gimmick, but a strong attempt to further what could be experienced and customized. For example, you can ride on the rides! Even if your coaster is designed to shoot to the moon, you can strap yourself in until the bitter end. You can also ride waterslides, thrill rides, go karts, everything aside from actually walking around the park for yourself (unless you use the cheat that sets your camera to a peep's head). It gives the player much more reward for creating something unique and stylish. RCT3 has a huge selection of cosmetic items to decorate rides with, as well as a shockingly complex fireworks/laser show system. The Soaked and Wild expansions add a notable amount of content, including pools and water rides. The animal features of Wild are not as fun to play with, though the expansion of new rides is worthwhile all the same. You can also fill the park with various shops and food places.
The scenario mode exists to give completionist types something to try finishing. Generally, the player is given a pre-made park, and is expected to turn a profit from it by implementing new rides to attract new guests. I remember some of these being difficult, where I would have hardly enough money to build a small coaster, though nothing was too difficult for me to eventually figure out. I don't have any problems with this game mode, though I wouldn't consider it the primary attraction. Micromanaging staff and rides is its own flavor of fun, though clearly my love for this game comes from its sandbox gameplay.
The depth of the customization is ridiculous once you break it down. You can change the toppings of each individual item of each individual food shop, and how much each item costs. You can change separate colors for a coaster's cars and rails. You can change the colors of the lights that turn on at night for each ride. You can change the textures and elevation of the ground. You can change the music that plays near each ride (and use custom songs too!). You can change the color of the staff's clothes. It's a limitless experience that will keep anybody entertained for a good amount of time. And if you're willing to learn how to build with it, RCT3 can become a worthwhile timesink for creativity.
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A sharp improvement on the playability of RollerCoaster Tycoon 2, for sure - the diversity of guests is handled better, the construction is more fun, the 3D view is a welcome addition, the ability to create zoos is a slightly odd but undeniably charming new feature, the sandbox mode allows you to really get your teeth into the most fun parts of the game without any obstacles, and so on. Still, while the game goes through its story and ramps up only the difficulty and not the challenge or the fun, it's tough to escape the feeling that this series really lost its way early on and will never quite recover what it once had; the key difference is that, while RollerCoaster Tycoon 2 was so dispiriting it made you not want to play anything at all, RollerCoaster Tycoon 3 at least makes you want to go back and play the first game.
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i have never played the other games so this is all i know and i love it to death. it would be a 5 if you could kill people though. i wish i could drown the park inspector for not shutting up about my rides not fitting the scenery