RCTW Leaving Early Access

So it’s been a fair while coming, but Atari¬†have now updated the RollerCoaster Tycoon World blog with some information about what to expect as the game prepares to leave Early Access and heads towards a full release. No dates for any of this have yet been announced, so we’ll have to stay tuned for that, but in the meantime, here are the main bits I’ve picked up on from reading through the blog.

Scenarios are being replaced with something new called Progression Mode, which offers various different missions which will increase in difficulty, all spread over 3 maps. I have to say this looks quite interesting, and is designed to run alongside the core Sandbox mode that players are used to. One criticism I have with this is that the Sandbox is no longer a true Sandbox as some items will remain locked until you purchase them with virtual currency earned in Progression Mode, meaning you’ll most likely have to play through this first in order to get a proper Sandbox experience with everything available to do what you want with.

Guests have also been overhauled in look and behaviour, which is great, although I must say I’m not particularly excited about the return of VIP guests – I felt they detracted a little from scenarios in RCT3 as you had to be more focused about pleasing them and running your park the way they wanted it to be run rather than the way you wanted, so the fact that they’re coming back isn’t really filling me with enthusiasm. On the plus side, they have been working on performance improvements over the past few months, as well as improving the path system which was something I found very difficult to use when I first played the game, so let’s hope it’ll be more accomodating upon general release.

The final main piece of info is a new user interface and main menu with pictures and everything which should hopefully make it a whole lot easier to navigate than the rather small text on the uninteresting previous one. There’s also a screenshot showing fireworks over a park so they may well be implementing some form of fireworks MixMaster-esque system in the future similar to that of RCT3, but that’s purely speculation at this point. What I do know is that any parks made in Early Access will NOT be compatible with the full release, so any coasters, buildings or other scenery you want to keep will need to be saved as a blueprint so you can use them again in future. To clarify: saved blueprints are forward-compatible, saved games and parks are not.

That’s about it for now, but the team has promised us further updates, information and a release date in the near future, so stay tuned for that. More information and screenshots can be found on the official RollerCoaster Tycoon World development blog, which is also published to Steam if you have the game through that. I’ll be continuing to follow the story as well and will bring you any significant updates as the battle for theme park sim supremacy continues throughout November (with the beta and full release of Planet Coaster) and beyond. Stay tuned!

Thanks for reading, and enjoy the rest of your stay here at Along for the Ride.


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