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Planet Coaster Alpha |OT| underconstruction

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satriales

Member
I need to learn how to make a coaster like yours, Satriales. The only one that I've finished so far is rubbish and would probably kill anyone who actually rode it IRL.. lol.
That sounds like the last coaster I made, I kept tweaking the layout so it looked cool but then it ended up far too fast.

I guess one tip is simply look at some real coasters for inspiration. My starting point for this one was that I just knew I wanted the first drop to lead into a zero g roll and that the general style would be inspired by Alton Towers' Corkscrew. After that the rest of the layout came quite easily.

I didn't have any ideas for the station/theming until after I had built the coaster and it's supports. So I got a bit lucky with that as the building had to have a hole in the roof for the track to fit.
 
So the beta is confirmed for November 9.
It will have everything from the release game (and I know most of this thanks to the visit to Frontier, and you should be super excited for whats to come) but some of the campaign mode levels.

They also said blueprints from the steam workshop wouldn't work with beta and final release. But you can resave them by downloading them now, and saving them locally. Once beta is out, you can multiselect them again in a beta park, and save them again as workshop bluerpirnts to upload them.
 
So the beta is confirmed for November 9.
It will have everything from the release game (and I know most of this thanks to the visit to Frontier, and you should be super excited for whats to come) but some of the campaign mode levels.

They also said blueprints from the steam workshop wouldn't work with beta and final release. But you can resave them by downloading them now, and saving them locally. Once beta is out, you can multiselect them again in a beta park, and save them again as workshop bluerpirnts to upload them.

I don't see why they'd leave it so late. There is a huge amount of content unimplemented in the game at the moment, but they're only allowing just over a week for player testing? Obviously they'll have tested it themselves anyway but it still seems like a very short time. It's like they're just shoving everything else into the game at the last minute before release, that doesn't seem right to me. I expect it'll be polished already like the alpha releases were, but unless they aren't going to want any player feedback at all on those things it doesn't make a lot of sense.
 
I don't see why they'd leave it so late. There is a huge amount of content unimplemented in the game at the moment, but they're only allowing just over a week for player testing? Obviously they'll have tested it themselves anyway but it still seems like a very short time. It's like they're just shoving everything else into the game at the last minute before release, that doesn't seem right to me. I expect it'll be polished already like the alpha releases were, but unless they aren't going to want any player feedback at all on those things it doesn't make a lot of sense.

Well, this part of development is going to work more like a normal game release.

I saw everything that was going to the beta and I can say its a complete full game, and they have tested it a lot, they only need a little bit more of player feedback and not the huge amount that maybe the alpha's needed.
At the end of the day, you can believe them they are doing the right thing or not, but its a pity we somewhat have been conditioned to be like their rulers or something just becuase they had 3 great alphas were we could gave a ton of feedback, there needs to be a moment were that needs to stop so they can release the full game, just as any real company does that doesnt usually do alphas or betas to the public.

Seems like some of the community think, if they havent seen it, it doesnt exist in the game or it has been developed fast and hazardly, and I can assure you thats not the truth. They've said they dont want to make the same mistakes as Elite were it seems alpha state is never going to finish, because everything has to be meticously tested by the community and theres never a great full blow out were people are amazed at seeing a full game. Thats why the last part of the development they have been more quiet so you can see some great surprises in the end and see a full game that creates a big impact, as at the end of the day, tehy need to seel to contnue making the game great.

And BTW, they showed the western theme yesterday, if you havent seen it.
 
This is honest to goodness one of my most anticipated titles for the fall. Still waiting on impressions of the actual sim party of the game
 

OchreHand

Member
I'm really looking forward to this. I have yet to play any of the alphas but I've been watching a lot of Let's Plays and my excitement keeps building.
 
I knew about all this things from my tour at Frontier and just today they decided to show some of the many surprises the beta is going to have by putting this on their facebook.
14570675_431755173615285_6800825319560474511_o.jpg


Lots to discover in this img ;)
In the surface
-Custom Music
-Full RGB color picker
-Can change between day and night cycles whenever you want

Thats some of the most reqiested features people had for the game, so they are answering the community.
And they are going to add a new image each day until release showing new things from the game.
 
have they confirmed the themes available at launch and if/what they're going to add post-launch?

Right now expect:
-Modern
-Adventure/Pirates
-Fantasy
-SciFi
-Western

If you count that you can build Spooky with Fantasy, as even if its called fantasy theres a bunch of spooky scenery and walls inside that theme, that is 6 types of them (the same number as RCT3) And if you count these themes and the way the building system works, that is so open you can actually build nearly anything you can imagine, the number of themes is near limitless.

I can create art noveau architecture, a theme that is never going to appear in the game, with Fantasy, Modern and adventure mixed and a little bit of imagination.

There could be more in the future but they havent confirmed anything.
 
Dev Diary #5
https://youtu.be/cuQh7IJCrs4

And a post showing the expanded management of the game, with the next dev diary expanding what this post introduces:

Hi coaster friends,
Planet Coaster’s beta is just around the corner – until now the alpha builds you have been playing have focused mainly on creative park building, with Alpha 3’s Steam Workshop integration powering the sharing of community created assets.
The beta release is the biggest step forward the game has ever taken. A lot of the features and content you’ll be seeing for the first time have been worked on from very early in the project, as we close in on the release of what we believe is the best coaster park sim ever – sophisticated, challenging, engaging, and fun!

Simulation Evolved
As our Dev Diary #5 will explain, at the heart (or the head) of our ‘Simulation Evolved’ approach is the ‘guest brain’. This delivers the most sophisticated individual character simulations ever – each park guest has their own thoughts, feelings, desires, and most importantly their own money in their pocket.
Every change you make will affect your gameplay like never before, and in order to build your park empire you’ll need to create great rides, layouts, facilities, amenities, and parks to persuade your guests to part with their hard-earned cash.

Up for the Challenge

In the beta, coming November 9, we’ll be including two scenarios to test your park design and entrepreneurial skill. One easier and one more challenging, with the remainder of the scenarios being released at launch on November 17.
The beta will also bring in three different challenge mode difficulties to explore, along with in-game awards to make sure your triumphs are always rewarded.

Take it from the Top
Dev Diary #6 will explain the management tools available to you to meet every challenge in your own unique way.

There’s a new park management dashboard which brings a real-time overview of your parks’ performance, and a notification system to give you every detail you need.
attachmentsij96.jpg


You can run your business your way by manually opening and closing your park and selecting the park’s opening times. Set your park admission pricing including family tickets and balance this against the cost of your rides individually. Offer fast passes to your guests or use a combination of all of these methods – you have complete freedom over your park’s pricing structure.

Money makes the world go round and every park manager worth their salt has been in need of financial assistance before. The new loan system lets you inject more capital into your park but be careful, different loans will come with different interest rates so you’ll need to be shrewd!
attachment0ok70.jpg


You can research specific fields in which to gain and unlock new rides, shops and content for your park, and Planet Coaster’s flexible marketing campaigns let you use wide reaching campaigns to bring the visitors flocking in, or focus and attract the specific groups and ages that perfectly suit your specialist coaster park.

At the heart of every great park are great staff, and Planet Coaster’s staff are as highly ‘evolved’ as our guests. Their own sophisticated ‘staff brain’ simulation gives you great new ways to manage your staff work areas and responsibilities. We’ll share more details about those soon.

Make sure your employees are happy by reviewing their pay, managing their workload and investing in their future through training in order to run your park as effectively as possible. You can choose to send out mechanics to either maintain and repair your rides, or pre-emptively refurbish your older rides to give them a new lease on life.
attachment39jje.jpg


Planet Coaster Livestreams!
We've still got loads more to share with you over the coming weeks. Keep your eyes on our Facebook, Twitter, and Instagram pages for more news and information during the countdown to beta and of course, make sure you join us on October 31 and November 7 for our developer livestreams where you’ll see our headline features and announcements for the first time.
Much of the all-important finer detail will need to be played to be appreciated. No matter what you’re doing within Planet Coaster, from the layout of your park, your amenities, the scenery you use, even down to your colour selection of items - all have an impact on the simulation.

Every single aspect of Planet Coaster has been designed from the ground up to put simulation and gameplay at the core of the experience, and set a new benchmark for the genre.


We can’t wait for you to get your hands on it!
 

Harp

Member
Any news on if the parks will be larger then in the alpha? While the size may be more representative of a typical theme park. I am way more interested in creating super Disney world rather then Disney Land. The alphas park size gives off SimCity vibes
 

satriales

Member
Any news on if the parks will be larger then in the alpha? While the size may be more representative of a typical theme park. I am way more interested in creating super Disney world rather then Disney Land. The alphas park size gives off SimCity vibes
They have said in the past that they expect the park maps to be bigger for the final release but nothing has actually been confirmed yet.
 

Merino

Member
All the info coming out is so soooo good. Though I always had faith that Frontier would deliver in all regards which made it quite an easy decision to pay full price on the Alpha despite barely playing it. Game just looks utterly amazing aswell, quite the leap from RCT3.

Only thing I am still really really worried about is the pathing system. It's still the most clunkiest, limiting and difficult to use part of the game. Tried placing some workshop rides in a park then spent an hour failing to place the paths where they were intended to go. It might just be me but in that case I hope for good tutorials because I don't understand what I'm doing wrong.
 
New facebook image:
Things confirned are the mine train coaster and height markers! (knew about the height markers, but not about the mine coaster, so there are still surprises for me yay!)
14902810_432561590201310_5133444194383403119_o.jpg


Also they have deconfirmed security staff.
It has been showned in some of the videos, but they've said they didnt know how to implement them in a fun way, but that they could still come along in the future.
And its not surprising, security staff is probably the weakest staff gameplay aspect of the older games, they were never vandals, benches and lights were destroyed magically. Anf security staff are not usually seen walking around theme parks, they are mostly undercover or watching the hundreds of cameras around the parks.

Here is the deconfirmation from the horse's mouth:
Hey guys, glad to see everyone enjoying the posts and getting excited for November 9 - We can’t wait for you to get your hands on it! It’s also awesome to see people pouring over the screenshots and finding little hidden gems. Security guards are an interesting topic actually, we really enjoyed designing and animating them and the security guard had some really lovely personality to him, as you might of seen in some of the early concept and renders on Facebook. It’s important to know that a lot of what we’ve shown on social media over the past few months is part of a transparent development process, as is showing concept images, early renders and animation. The vast majority of these all make it in game but as always it needs to be reviewed as a whole within the game before it can make the final cut. How does it work with other content? Is it a fun experience? On a very few occasions as the game is being crafted together to form the final game there are a piece or two which unfortunately ends up on the cutting room floor. Security guards are a good example of one that won’t be making it into the game at release, simply because the gameplay and the “fun factor” doesn’t meet the teams high standards. That doesn’t mean it’s not something that will ever come to the game. We, like you, really hope Planet Coaster is well received and that people enjoy playing it (after all, the devs really have been pouring all their love into the game). If the game does well then it’s possible that further content/expansions/whatever could be made. If you speak to the dev team you get this sense of almost limitless possibilities of things the team would love to continue to build and add onto the game to further expand the content. Obviously this isn’t confirming any future content and it’s just my own personal ramblings but it’s certainly possible that features such as security guards make it in alongside a number of other changes and additions and does the game and content justice. As with everything, it’s all about making sure the content is amazing first and foremost.


I already uploded that yesterday :p
 

elelunicy

Member
This game has some of the worst temporal aliasing I've seen in a game. All the shimmering and flickering makes me not enjoy the game at all. Have they talked about possibly adding a TAA solution?
 
Remember that todays is the big livestream up to beta where everything will be shown (dont know if they are going to leave some surprises for the beta)

It will streamed on Planet Coaster's youtube channel at 7pm GMT / 8pm CET / 3pm EST / 12pm PST
t1477940400z0.png


Also, I will not make a new thread for the beta as it releases on the 9th of November and the 17th is the big release. Will make a new OT thread for the 17th.
 
As somebody who mostly played the RCT games in the sandbox mode, and mostly just for the roller coaster building, is this game for me?

While i haven't really played the game myself as i didn't get the alpha, i think so. The coaster building (or just building in general) looks greatly improved from any previous Coaster-themed game.
 

Sevenfold

Member
Remember that todays is the big livestream up to beta where everything will be shown (dont know if they are going to leave some surprises for the beta)

It will streamed on Planet Coaster's youtube channel at 7pm GMT / 8pm CET / 3pm EST / 12pm PST
t1477940400z0.png


Also, I will not make a new thread for the beta as it releases on the 9th of November and the 17th is the big release. Will make a new OT thread for the 17th.

Gratz on the shout out Ridley :D

Really impressed by the stream. Stoked for beta.
Just concerned about performance now.
Oh and cheeky this but I don't know how in contact you are with the team or indeed if they lurk GAF, but now that we have confirmation of custom music for rides please can we have the music play in the trains on the transport rides rather than just the station. I want to play Grieg on my tram :D In fact thinking about it you could record an introduction to your park haha I can't wait for dubstep hell in my thrill zone and country on the mine train!
 
So the livestream yesterday was amazing, you can watch it here if you havent:
https://www.youtube.com/watch?v=BbjeKqJsnC0&channel=UCzpQvNnyoKgpu0lJdeXbFmQ

Also, this was only the 1st livestream. Surprises are still gogin to be shown each day with the daily facebook image and another 1 hour livestream, with all the new rides, will be shown next Monday, a day before the beta release.

Also, this was the screen yesterday. They confirmed challenges for campaign mode and the new shape primitives system to build WHATEVER you want.
14889738_433933743397428_2426765826143469069_o.jpg


This was everything confirmed on the livestream (and facebook images becuase they eplain them a little deeper in the livestream):


-User custom music on rides

-Full RGB colour picker

-2000 pieces for blueprints

-Height markers (rides, water, terrain)

-Mine train (seems like a mix between the arrow and vekoma versions)

-Larson Super Looper

-You can change the daylight in your park by hours and minutes, the real game time doesnt change though.

-Stars in the sky biome at night, and they twinkle.

-new savanah biome

-Dex-R, the Sci-Fi entertainer

-Paths have been improved (again). Totally square paths, and multiple options for every path (rails on ground path option, no rails on elevated path option, elevated path grids, no borders on path option so you can sink roofs/floor tiles to create big decorative plazas). Other QoL improvements is paths are not as restrictive anyomore, for example when you want to build a bridge from a cliff.

-6 new types of paths

-Revamped menus and UI

-More in depth avatar creation, with more options and even full RGB clothes and hair coloring and cloth patterns.

-Career mode, 2 sceneraios in beta, 12 in the release (3 for each mascot), and will add some more post release (probably for the other mascots). 3 objectives for each scenario (bronze, silver and gold, like RCT3). Each scenario has also a little story attached to it, sometimes the story affects gameplay, like monoliths in one of the parks breaking down faster the rides.

-Option to dont have floor or railings on flatrides.

-Added lot of infomation to ride management.

-Rides wear off with time, but instead of earsing them and plopping the same ride again, like in old RCT, theres a refurbishment button.

-Ride sequences for flat rides. You have different animations at your disposal to make rides behave however you want, by this it means you can make chains of different animations. You want the Cube ride spin more? you can do that, and guests will have a greater probability to throw up, etc... You want to create a super long sequence so you can ask more money? great, but ride will brake down a lot more in the long run.

-Work areas for staff and mascots. A completly revamped system, you dont "paint" the area anymore, but create what they call rosters. For example, entertainer points, you put the down, and tell your mascot to go from one to the other, your mascot will find smartly where guest actually are in the are in between and go through that route to the next point. You can put more than 2 points, or only one. By putting 1 you create greetting points, like the real mascot gretting points at Disney parks. Rides and shops can also be entertainer points in a roster. After creating a roster you can assign as many staff members as you want to that roster, so no individual hand picked painted areas for each staff member anymore.

-Staff can quit the job is stressed.

-5 levels of training each staff member, and you will see what each level brngs to the table in terms of your staff working better (+productivity, +happiness, etc...)

-Research menu, you can research 3 things at the same time. Put more money into research for each object, things will go faster. (they actually showed a type of ride they shouldnt have during this part in the livestream. People with a good eye will see what it is lol).

-Running marleting campaings. More in dpeth than in older games, you can use 3 different types of mediums (blogs, newspapers, or tv) and each one has 3 different type of audience, for example, you can do an ad on a late night tv show to attract young-adults, or in durings cartoons to attact children.

-In depth finances screens, and loans options. Loans are more realistic now and behave like real life ones, instead of a slider like in the older games.

-Guests screens with in depth options of how much money spend the 3 different groups in your park, families, teens and adult groups. You can make a cheaper ticket for kids for example.

-Another QoL for bluprints, you can actually rotate them 360º in all directions now, instead of only turning left and right. This only work with non grid objects, so bluprints with walls and roofs can only be rotated still left and right.

-Full western theming showed, lots of modular pieces, basically 3 themes in one, starting with early pioneers to gangs of new york. They explain here how modular every theme is so, from 5 different themes, you can get infinite. Mixing wester with sci fi? Serenity type. Western with fantasy? Americana (Main Street USA)...

-Ellie, the new western mascot, shown, they also explained her backstory.

-Lots of new animated pieces.

-Geometric shapes of different sizes and all colourable, to create whatever you want, they call it the "sixth" theme. Not gridbased, so complete freedom. You can make for example, Toowntown, or even sculptures and characters. They are actually looking to add different properties for them, now is plastic, but in the future they could add stone, wood, marble, etc...

-Something out of the game they told us, you can go to their store, and buy a t-shirt choosing any logo of the game you want. So something like you designing the colour and logo of the t-shirt.


Great live stream.
Plazas are in!!
Yup, I was the one that gave the idea (Jonny even gave me shoutout in the video lol)
https://forums.planetcoaster.com/showthread.php/12392-2-ideas-after-talking-with-Jonny-Watts-during-CHC-Frontier-Tour

Was the sci-fi theme shown? All i've seen so far is that screenshot with the ship and mascot.
Yes, sci fi has been shown to CHC members mostly (although impretty sure two live stream ago they also showed it on a video), but it has a lot of spaceship pieces to build your own spaceships, some modern sci fi walls, and also desert star wars types walls and roofs. Various animatronics of aliens and humans attacking, and Dex-R, the robot mascot.

So excited for this.

Is there a campaign mode like RCT?

Yup, only two scenarios on the beta but they will eto 12 for the release. Each mascot has different scenarios and each scenario has different objectives.
You can see how it works in the livestream at 20minutes 17 seconds.
And then you have challenges with unlocks on the scenario mode.

As somebody who mostly played the RCT games in the sandbox mode, and mostly just for the roller coaster building, is this game for me?
Absolutely, coaster building is one of the most evolved things in the game. Is a mix between piece by piece and nodes, you can make your own special pieces (inversions), or use the ones that come with the game.

Gratz on the shout out Ridley :D

Really impressed by the stream. Stoked for beta.
Just concerned about performance now.
Oh and cheeky this but I don't know how in contact you are with the team or indeed if they lurk GAF, but now that we have confirmation of custom music for rides please can we have the music play in the trains on the transport rides rather than just the station. I want to play Grieg on my tram :D In fact thinking about it you could record an introduction to your park haha I can't wait for dubstep hell in my thrill zone and country on the mine train!

The only ones that we stay really in contact are Ed and Bo. The problem is, if they didnt actually said something specific, I cant talk about it. I think they still have to talk in depth about how music works in rides, and as the next livestream is the rides livestream, they are probably going to talk about it there.


Also, if any one are interested in in depth building, I just released a vtimelapse video making the facade of the future restaurant in my park:
https://youtu.be/DADsEHrHiXE
 

OchreHand

Member
All that new info sounds exciting. Out of all the features im most excited by is the idea of creating Disney type Meet and Greets. Cant wait to build little buildings for each character.
 
All that new info sounds exciting. Out of all the features im most excited by is the idea of creating Disney type Meet and Greets. Cant wait to build little buildings for each character.

Yup, I think they just went the extra mile for everything. Amazing work.
And lot of surprises still to find.
 
New screen! Speakers for your park!
14882386_434309140026555_1916481884604992820_o.jpg


The ones showed here are the ambience ones, that have omnidirectional sounds specially made for the game. The others are for music (custom and game music)

I'm surprised that there still doesn't seem to be a path auto-tunnel, unless I'm missing it.

IIRC nobody has asked for it in the forums, so thats basically why they havent added it. Seems strange as you say, becuase even if I never thought of it, people where pretty critic of paths and it surprises how that wasnt one of the things people criticised.
 

Hip Hop

Member
idk if I asked this already, but is unlimited money/unlock all in the game for the beta/official launch?
 
Campaign mode is a big goddamn deal to me; a lot of sim/tycoon games (well, I say a lot, but you know) released today seem to think sandbox/free play mode is basically all you need. Scenarios are good, guys. Reminds me of the good old Zoo Tycoon days.
 
This game is really shaping up to be something special. Hopefully this year's Cities: Skylines....a surprise sleeper hit.

Got into the Alpha during the special sneak peek, ended up playing like 15 hours over just two days. And that was just in a very limited sandbox. Everything from the livestream yesterday sounds amazing, can't wait for the beta!
 
Sorry for not adding this yesterday, I watching Doctor Strange lol

The next image lets you have a cap limit of guests in the snadbox, and probably is going to be used to make some of the campaign scenarios more difficult (try to win more money with only 1000 guests max). Theres also park closing times that, no, doesnt close your park and the guests exit each day, it just fast forward the time to the next opening hour. This is, again, made for park in campaign mode with smaller opening hours to make them more challenging when theres a time limit, apart of giving you an option of a 24 hour park in sandbox mode.
Also, as a fun detail, thats the avatar of Jonny Watts, the cretive director of the game and one of the three wise men at Frontier (he loves his cosmic cow)
14884547_434927746631361_3103586626686238925_o.jpg



idk if I asked this already, but is unlimited money/unlock all in the game for the beta/official launch?

Sandbox mode will be an unlimited everything and it will be at launch (and beta, of course)

Campaign mode is a big goddamn deal to me; a lot of sim/tycoon games (well, I say a lot, but you know) released today seem to think sandbox/free play mode is basically all you need. Scenarios are good, guys. Reminds me of the good old Zoo Tycoon days.

Campaign mode here is shaping up really good it seems, but only 2 sceneraior for beta. Going to be expanded to 12 on the 17th of November (release) and then expanded more as more time passes. Each mascot has 3 scenarios with different stories that affect gameplay.

This game is really shaping up to be something special. Hopefully this year's Cities: Skylines....a surprise sleeper hit.

Got into the Alpha during the special sneak peek, ended up playing like 15 hours over just two days. And that was just in a very limited sandbox. Everything from the livestream yesterday sounds amazing, can't wait for the beta!

Yup lets hope it does as well as RCT3, that game had some incredible long legs.
 

Burny

Member
Yup lets hope it does as well as RCT3, that game had some incredible long legs.

Due to lack of spectacle, I supsect it'll have a hard time making the front pages of PC magazines round the world, but it already has a ridiculously active and talented Streamer/Youtube community. And Steam workshop support.

I can only see this going steadily and well for a very long time.
 

Arex

Member
I've always liked RCT series, can't believe that I only found out about this game a month ago lol. Been watching a lot of lets play and the dev's streams, and is quite hyped now! Just waiting for the release! I hope they'll also come out with water rides in the future. :)
 
Due to lack of spectacle, I supsect it'll have a hard time making the front pages of PC magazines round the world, but it already has a ridiculously active and talented Streamer/Youtube community. And Steam workshop support.

I can only see this going steadily and well for a very long time.

Yep, althought I think they have some kind of big previews for the magazines and websites when it releases the 17.

I've always liked RCT series, can't believe that I only found out about this game a month ago lol. Been watching a lot of lets play and the dev's streams, and is quite hyped now! Just waiting for the release! I hope they'll also come out with water rides in the future. :)

Next livestream on Monday is the rides one, and its going to be hype. Theres a bunch of surprises they still need to show.
 

Spukc

always chasing the next thrill
simple question.

is this game more fun as roller coaster tycoon 1?

latest


just ordered the xbox and the game on ebay..
wish me luck!
 
Im still waiting to hear about the micro-management/sim aspect. I want that to be deep and solid, I care about it much more than the park building
 
simple question.

is this game more fun as roller coaster tycoon 1?

latest


just ordered the xbox and the game on ebay..
wish me luck!

For me it is. Also, wouldnt have been better just to buy RCT1 and 2 in GoG?

Im still waiting to hear about the micro-management/sim aspect. I want that to be deep and solid, I care about it much more than the park building

You had a full livestream about it this monday, havent you seen it? It was posted some posts ago. But if you are looking for MICRO-management, look to parkitect better, thats what that games was done for, Planet Coaster doesnt let you manage waste with tunnels or buy stocks of food for your stores, becuase thats something RCT never had and never needed.
 

Mezano07

Neo Member
hi guys, been keeping my eye on this game for some time now and now since its near the launch day I'm planning to buy it but there's seem to be a difference in the pricing for Euro and US currency. Is the game region specific ? Need to know this before I splurge my remaining money on this :D

Ps:
Euro is much cheaper than US.
 
hi guys, been keeping my eye on this game for some time now and now since its near the launch day I'm planning to buy it but there's seem to be a difference in the pricing for Euro and US currency. Is the game region specific ? Need to know this before I splurge my remaining money on this :D

Ps:
Euro is much cheaper than US.

I dint think its specificic, but I really dont know. Maybe someone that knows better can answer you.

And how much are you saving? If its not much maybe is not worthy.
 
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