Posted on: June 4, 2018

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Games: Reviews: 16
Not even trying to be TT
Adding some nuances to the overall "better play OTTD" sentiment: CS' Locomotion suffers heavily from the Rollercoaster Tycoon Engine. The building system is reused 1:1 and was never intendet to be comfortable for more than a rollercoaster. Building complex networks is clumsy and the added possibilitie of 3D structures does not compensate for this. Quite the contrary, I found the complex puzzle of routing tracks in a increasingly covered TTD world (and even more in TT with limited signaling, routefinding and therefore dedicated tracks for each connection) to be highly entertaining. In Locomtion it all boils down to having the money and enough patience with the GUI. But there is an even bigger RCT caveeat: The enginge cannot handle large areas. While it has been beefed up a bit for Locomotion, the largest mapsize is still small compared to TTs tiniest - and who did ever play these? Add in the option to build giant stations and ultra long multi engine trains (just as in OTTD) and you end up with trains arriving at their desitionation before there have left their station of origin. Additionally, Locomotion tries to squeeze in as much terrain as possible in the limited area, ridiculing it to nothing more than a trainset simulator. And who needs a trainset simulator with the graphic quality of a transportation sim? While I personally think it looking much better than OTTD editions of its era, Locomotion is not nice enough to just sit back an watch.
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