30.4 hours played
Written 1 year and 6 months ago
if youre considering buying this at all, just do it
i stole this for 2 dollars and its easily worth the full 8
its one of those games that you can just tell its gonna be great the moment you see it,
like the creators of this have played the few racing games i enjoy, and made a new game that takes things further than they have any right to go
youre likely gonna pick up on small details that remind you of some of your favorite racers, niche and not-so-niche
nice character select screen btw
it has solid game mechanics that feel very polished and smooth, paired with deceptively simple level design thats really fun to fly through,
cutting corners and lopping off entire sections of the map as you get comfortable with the physics
its momentum-based, allowing for some crazy movement, you cling to walls, you can brake-drift on land and in midair
fast falling, drop dashing, slingshoting yourself halfway across the map after a sharp turn
quality shenanigans
theres 16* characters, and each one feels unique
theyre all balanced very well, having immediately apparent advantages and tradeoffs
every character ive played has been fun, and each one has a chance to shine somewhere, making choosing one part of the strategy to playing the game
theres only one item to deal with, and its versatile
i will say that once you get hit once, you tend to get hit half a dozen times in a row, which is really irritating at times
but whatcha gonna do, it comes with the genre at this point
a toggle for the cheese bubbles would be nice though
some small things that are actually huge:
- checkpoints are clearly defined
- if you miss a checkpoint, the game lets you know immediately
- after every race, you remain in control of the racer as the scoreboard is displayed, allowing you to practice as much as you like on any particular course, and just screw around to your hearts content before you move on
- you can restart offline races whenever, and the music doesnt reset each time you do. theres no annoyingly long fanfare at the start of each race either
this game has a ton of charm in just about every corner ive looked in so far, and i can easily see this taking up a lot of my free time going forward
with great music, cute visuals, charming little details, and some of the best fluid platforming controls ive played with
SAVES
a quick warning, apparently this game doesnt utilize steam cloud saves
so if you have to change computers, reinstall your operating system, etc, your save data wont come with you
CONTROLS
i love the philosophy of the controls
almost every single action button has multiple uses depending on how you press it
keeping the number of buttons to a minimum, while maximizing the depth of mastery
theres an item button, a jump button, a drift button, and a brake button
thats it for gameplay
but the item button can be pressed to shoot a single projectile at a time,
tapped while idling to drop it behind you
held down to pull out all your projectiles and use them as sheilds
and released to rain hell on all the players surrounding you
4 distinctly different actions condensed down to a single button, beautiful
you can jump while drifting, drift in midair, hold in place for a startup boost
if you tap the drift button instead of holding it, just before touching a surface, you get an immediate boost
you can use this like a bunny hop, on floors, slopes, walls, i have no reason not to assume ceilings-
and the brake button can act as a fast fall if you press it as youre already falling down,
or you can spam it on the ground after a match to squish your player, because its fun
each one of these actions is a versatile tool at your disposal,
and you have to get creative with how you mix and match your inputs if you want to get far,
and you can go very far with this
LEVELS
every level is visually distinct, has a completely different layout from all the rest in some way, and has a unique, often iconic song that plays with it, which are all very good
its set a high bar for course design by committing to all of these aspects for each one, most AAA companies skimp on one or 2 aspects over the course of their games
the way levels in this game generally work is that each level is easy to traverse, hard to keep ahead of the pack,
but with some effort, you can do it for every level without even having to touch 3 out of 4 of the action buttons
after you beat all of the grand prix, you then want to go to the time trails, to try for medals, on your way to beat the staff ghosts
staff ghosts can also be beaten with just the jump button and taking clever lines, after much more effort, but without player collisions and attacks spamming you
once you get all gold medals though, theres still platinum medals, which generally require you to start getting used to mastering the other game mechanics
this is the biggest hurdle in the game, because all of the fancy speed mechanics have sacrifices
drifting slows you down, fast falling slows you down, bunny hopping can easily rocket you 30 degrees in the wrong direction
every little choice you make adds up, as well as how well you execute it
this makes each level challenging but fun to learn
i dont really like the last (4th) grand prix though.
imo its level layouts rely too heavily on the polish of the movement controls to get the player through increasingly abstract and disjointed obstacle courses
all of the design principles used by the rest of the game get thrown out here,
narrow, unwalled tracks without any branching paths, excessive death barriers, moving platform spam,
theres more players than a mario kart tournament; getting knocked around on a course this painful to traverse isnt the best of times for anyone just getting into the game, or just playing with friends
even after spending time on the time trials, and finding the flow of these levels, it feels like ive just found a way to smoothly glide through a bunch of disjointed assets, junk floating around in space with little flow to it, and the theming of these levels doesnt excuse that for me
like it was deigned more for a hardcore single player platformer, than a 16 player racing game with literal crap flying through the air and player collision
on Virtual Dimension for example, theres plenty of sections with wide areas of moving platforms, spinning walls, springs, holes everywhere
theres one section that can easily slow you down, having to climb up the front of a sea of spinning blocks, and balance along the tops just to not die
as you master this track youll learn that the best way through is to not touch the front and the tops of these things at all, but skate along the sides
each row of spinning platforms spins in alternating directions, allowing you to jump between them and not fall through, while never slowing down
it was clearly designed with intention, but the intention gets muddled with just how many spinning blocks there are, it feels lazily slapped together and the wide crowded spaces make it feel like no smooth path through was ever intended
every level after this left such an obnoxious first impression that even after getting a good handle on the controls i still hesitate to return to them
all in all, i think this one cup is just a case of difficulty for the sake of difficulty leading to poorer design
i prefer all the other cups for being immediatly more approachable while having insane potential for mastery
i dont think this one cup is worth beating if youre just looking for a fun time with the game, to shut your brain off after the day, or to play with friends
the first 3 sets of tracks is the fun stuff imo, and once youve beaten them, you have access to all of the levels in the game anyways
its really just for completionists, and anyone that craves more difficulty for the sake of it