![]() ![]() Sharing your creative output is the cherry rather than the cake – it'd be no use whatsoever if the creative tools weren't up to scratch – but the way in which Frontier have integrated importing and exporting is a fine example of the care that has gone into the game at every level. They can strip it down and rebuilt it, borrow pieces of it for use in their own design, repaint it, tweak it.” “Edit the coaster that they've imported? Yep. ![]() “Export the ride to Steam Workshop and allow other people to import it into their parks?” The easiest interview in the world is the one in which every question is only half-formed before the interviewee has a positive response. Sitting down with two of the brains behind the game at Gamescom, I was in a happy place. To do so, it'd have to be a proper simulation that paid as much attention to visitors as to rollercoasters, and it'd need to care about every aspect of its parks rather than focusing on some kind of first-person ride gimmick.Īs the developer diaries started to appear, I realised that Planet Coaster was the game to revive my interest in park management, and that it was doing all of the things I'd hoped for and more. There was a time when a new theme park management game might have tickled my fancy, but the subgenre hadn't been attractive for a while and I didn't expect Frontier's game to revive my interest. Planet Coaster's announcement barely caught my attention at all.
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