Rollercoaster Tycoon World - Cotton candy, loops, and vomit

A couple quick thoughts:

The new main menu is a lot better than the one this game had in early access.

The career has good progression, at least for the early stages. The first few scenarios are the tutorial, and it’s the traditional “look here, click this, do that” type thing. Good for complete newbies. Each level has optional goals that give out credits which can be used to unlock more scenery bits, flat rides, and coaster parts for use in sandbox mode.

Performance is adequate. It’s Unity, so heavy scenery and areas with a lot of park-goers tends to slow things down.

Everything feels a little chintzy. Detail bits on rides are sparse and the sound is generic. Ride animation and people movement can sometimes look sloppy. You can tell this was done on a tight budget. It’s not Unity asset flip cheap, but there’s a very “last-gen” look to it all, even down to the user interface.

Unlike Planet Coaster, user-generated content is completely open, so modding is really easy. It’s not just using the in-game tools to create stuff. Modders have already recreated the models from past RCT games and put them up on the Workshop. Time will tell if this builds an active community.

The business/management stuff is very similar to RCT3. I’m not sure yet if that’s good or bad.