
Once I had got going, sculpting the landscape and dropping items where I wanted them felt intuitive, and I understood what I needed to do straight away, despite limited personal experience playing these kinds of games on a console before (I've played a bit of Zoo Tycoon with my son on Xbox, but that's about it). Planet Coaster gives you the tools to put things where you want, connecting new rides to your existing infrastructure with ease.

That means more, bigger rides to please the crowds. Underneath the cheery, cartoonish veneer is a tycoon game where players must balance the needs of parkgoers against the bottom line, making enough profit to justify continued expansion. Planet Coaster might be part of a relatively new IP, but Frontier's expertise in this area is extensive. Ahead of launch, as part of a recent showcase event, I was able to get my hands on a short demo. Next to Elite, the Planet series is the other headline act in the company's lineup, and it's the new Console Edition of Planet Coaster, the first entry in the series, that is being ported first. Now the studio has evolved into a publisher, it's taking on big licensed games (Jurassic World, F1), and it has a healthy stable of independently-owned homegrown IP.

Perhaps I'm oversimplifying things, but there's an argument that you could chart the studio's current trajectory from the launch of Elite: Dangerous on Kickstarter, a move that helped the developer find the wriggle room needed to grow on its own. Frontier Developments' rise has been gathering pace of late.
