


Even the tooltips are watery, limited mostly to how to rotate the camera and not things like actual roller coaster construction. The campaigns are strings of themed, partially constructed parks with a few variables and open-ended, unimaginative objectives, usually along the lines of "make money" and "attract visitors". Learning in 'Planet Coaster is on a trial-by-fire basis only, it seems. I hopped into the campaign to learn more and continued to be disappointed. This closely mirrors the tutorial in their 'Elite', also a game with a very high skill threshold, but 'Planet Coaster' has fewer videos and no missions to speak of. The game's tutorial mode is paltry, consisting of links to three YouTube videos where Frontier has narrated some basic gameplay elements. For most playthroughs, the goal is to accumulate more money and craft bigger, better attractions and rides. While the roller coasters are important, the entire visitor experience and financial profile of the park can be micromanaged, right down to the marketing campaigns and how many condiments go on the snack shack burgers. The formula can be applied to almost anything, from cities to lemonade stands to camgirls, and in the case of 'Planet Coaster' it's an amusement park. Tycoon games are typically simulations where the player is the invisible, mute director of a business.
