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RollerCoaster Tycoon 3 Preview
by Jeff Putz

Check out video and screenshots from RCT3!

Atari was kind enough to provide CoasterBuzz with a preview build of RollerCoaster Tycoon 3, which will officially launch in retail stores on November 2, 2004. Since this is not the final game (the user interface, for example, is different in the demo), some glitches were to be expected, and for that reason we won't draw any final conclusions until the game is released.

RCT3 is one of several highly anticipated video game sequels this holiday season. As a follow up to the previous games, this game makes a departure from the isometric views and goes entirely 3D. That means you need 3D hardware in your computer, but surprisingly even this early build worked reasonably well on our older test machines. The framerate isn't very high on these weaker computers when you engage in the point-of-view "CoasterCam" view, where you can "ride" your creations, but it's totally acceptable for game play. The water reflections are very cool, but you'll likely need high-end gear to have them turned on and still get reasonable performance.

Using the 3D camera takes a little getting used to, but it's easy to master using a clever combination of mouse buttons and the mouse wheel. If it frightens you, there is a setting to lock the camera into classic isometric mode.

The scenarios this time around are tiered, so each one has three levels of objectives. Finishing scenarios unlocks additional maps.

Game play doesn't deviate too far from the original two games, but strategy and management fans will enjoy the finer degree of control. For example, research, marketing and even the zones assigned to your workers are broken into smaller pieces for more precise control.

Much attention has been given to the guest AI, especially in developer interviews. Yes, it's fun to watch these little peeps do all of their things, traveling in packs and acting their age. The big surprise is that I've yet to see a lot of repeat behaviors.

Of course, the big question on everyone's mind is, "How's coaster construction?" While the UI is a little different, it's a quick adjustment from the previous games, and fairly easy, even with a number of additional options. Some players will undoubtedly want finer grain control, but the complexity of the pre-fabricated track pieces is just flexible enough for gurus without being impossible for those not as skilled in building coasters. Certainly, the sheer variety of ride types will keep the fans busy for a long time.

The sandbox mode is a thing of beauty. This mode makes RCT3 less of a game and more of a creative tool. It's a blank canvas for the rookie theme park designer to do virtually anything.

Our build appeared to be about a month older than the demo (you can download the demo from the official site), but it was in good shape overall. Block brake operation is strange, in that the blocks act as boosters as well, with one speed setting controlling both the stop and the boost. It also looks like we'll also have to continue living with a lack of supports when track passes over itself.

Check out video and screenshots from RCT3!

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