Often in PP you just would sit there, waiting for jobs to refresh, so that you could fill up the plane and make a profitable flight. One of the best changes is that Pocket Trains doesn’t charge for fuel like Pocket Planes did. Because of this, there’s a lot of strategy in deciding where to put your best trains, how many stations/lines should be given to a single train, and so on. PP let you fly your planes anywhere as long as the plane could land at that airport and had the range PT asks you to dedicate a rail line to a single train. PP’s airplanes would only let you take either cargo or passengers or a mix, whereas PT only restricts you by the number of cars that you can pull. So let’s talk about the differences from Pocket Planes. You can spend actual money for more bux, but you really do get a lot in the game so there’s very low pressure to drop cash on this. The latter allow you to craft new engines and the former allow you to open the crates. Making bank is important to expand, although you also want to scoop up “bux” (premium currency) and train part crates. The basic idea is that you’re managing a rail empire by purchasing stations and railroads, then shuttling cargo from one city to the next. In just about every way, Pocket Trains improves upon the Pocket Planes formula, keeping what works and ditching what doesn’t. But while planes can go just about anywhere (given enough fuel), having the restricted rail lines of trains makes a game a lot more strategic. Spoiler: I think it has, although we’ll have to see how it fares over (ahem) the long haul.Įveryone seems to know that Pocket Planes used to be a train simulator before they thought planes was a better idea. So I was really interested to see if their latest, Pocket Trains, would be able to rekindle the old feelings. Pocket Planes was too heavy on the micro-managing to be fun in the long run, and Nimble Quest was an amusing Snake-like that was interesting for a few days before losing appeal. Their follow-ups have been solid but not as long-lasting as Tiny Tower, however. Their design has been big on intricate pixelated graphics, cute charm, a F2P setup that is exceedingly generous and unrestrictive, and sheer addictiveness. I’ve been a big fan of developer NimbleBit since getting addicted to Tiny Tower three years ago.
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