More engineering simulation that true game, NoLimits 2 RollerCoaster Simulation is an impressive piece of software that has an incredible number of options for those who want to engineer some impressive rides. More ride designer than park manager, those looking to scratch their Roller Coaster Tycoon itch might come away disappointed - I think it boils down to what you are looking to get out of the experience.
For NoLimits 2 Roller Coaster Simulation, I believe it all boils down to your expectations. I admit that going into it, I had to reset what I was looking for out of the game, because like many people I probably had the popular RollerCoaster Tycoon series in mind. However, the focus here is not on building out a theme park with a variety of different goals and objectives. Where I would consider the RollerCoaster series a simulation series, because you are concentrating on tasks like turning a profit based on aspects including food costs and park cleanliness, NoLimits 2 Roller Coaster Simulation is more interested in the rides themselves.
Those who have used CAD software in the past should feel right at home here, as NoLimits 2 Roller Coaster Simulation is more of a tool during the first half of its presentation. This is what I consider The Editor portion of the game. You can manipulate terrain, trying to create appropriate scenery around the ride itself. This works well enough, though if I am being honest the environments are the weakest portion of the visual presentation. The rides themselves acquit themselves far better. From a design standpoint, you can use a wireframe design to control things like banking, elevation and more to back up the physics portion of the ride. Additionally there are some cool cosmetics you can apply to your ride, from the materials it is constructed with to how worn it looks. These details fare better than scenery options like fog and rocks that can help to create a certain kind of atmosphere around the ride, but it is clear that the editor is build with the rides themselves as the stars of the show.
The editing portion is incredibly powerful, and the UI is both slick and intuitive, but there is a lot going on here. You don't have to be an engineer to make a good coaster - but it would probably help. It takes time to design something that works, let alone a ride that is truly memorable. There is a lot of trial and error involved here, and while I certainly enjoyed making my rides, there was something of a steep learning curve here despite the really solid user interface.
The second half of what NoLimits 2 Roller Coaster Simulation has to offer is the last work in the game's title - the Simulator. Here you get to walk about your park and experience it and the rides first hand. This is where the visuals really get to shine, and this is especially true if you are using the Oculus Rift to experience it in. You won't be using (nor can I imagine you would want to) the Oculus during the building and editing portions, but when it comes time to walk through your park and hop on various rides? Let's just say that the sense of depth the Oculus provides is impressive. There is so much attention to detail in how the coasters themselves are built and rendered that slipping into virtual reality to experience your creations is a genuine treat. This was the primary reason I wanted to pick up and review a game that released a little over two years ago, because roller coasters are a natural fit for something like virtual reality and the developers at Ole Lange do a great job in presenting an experience that works well with the new technology. It may be bolted on to a game that released without it, but it works really well.
NoLimits 2 Roller Coaster Simulation is an excellent tool for roller coaster enthusiasts. This is about love of the rides, not micromanaging how much to charge for your overly salted fries. Honestly, there is nothing wrong with a theme park simulation, I just wanted to make sure anyone reading this interview clearly understands that while NoLimits 2 Roller Coaster Simulation is a great experience, it is a very different kind of game. Add the Oculus to the mix though, and the simulation side of the equation gains a lot more punch than it does on a flat screen.
Game Information
Platform:PC - Oculus Rift
Developer(s):
Ole Lange
Publisher(s):
Mad Data GmbH & Co. KG
Genre(s):
Simulation
Mode(s):
Single Player
Steam Workshop
Other Platform(s):
None
Source:
Provided by Publisher
Article by Nick