Tag Archives: Arcade Racing

Cruis’n Blast Review

I know it’s been a long time (too long) since I’ve been able to find the time to get in a review. But with the traffic at work slowing down a little bit (finally), and a snowstorm keeping us closed for a day, I can actually get in some writing. So today we’re going over a game I’m a little bit late to the party on, but one I’m glad I finally picked up for myself.

PROS: Visual design. Inventive tracks. Drifting mechanics. Takedowns. Split-screen!

CONS: Rubberband A.I. returns. No online multiplayer. Some track section recycling.

WHAT!?!?!?: Is what you will shout upon seeing some over-the-top stuff. But in a good way.

Cruis’n is a series that hearkens all the way back to 1994 with Cruis’n USA. Midway’s foray into the series was a fun and sometimes weird take on Sega’s Outrun. It saw you driving through several tracks from one end of the United States to the other. It was a lot of fun. And due to the IP being co-published by Nintendo, a port to the Nintendo 64 was inevitable. And while the port by Eurocom to the console was a solid effort it still didn’t perform as well, and there were some of the visual gags edited out.

Sequels Cruis’n World and Cruis’n Exotica took the series into an even zanier territory. Where tracks took you into impossible situations. Like driving under the deep sea for example. After these games, Midway focused on their more grounded San Fransisco RUSH games which were technically superior racers that still kept a similar driving style.

What some people may not know, and it wasn’t until I looked at the credits that I learned it, is that after Warner Bros. bought Midway, Robotron 2084 creator and arcade legend Eugene Jarvis would go on with other Midway alumni to form Raw Thrills. And Raw Thrills has been making coin-op arcade games at a pretty steady pace over the last several years. You’ve probably even played a few of them at a barcade or a movie theatre.

Well, Raw Thrills would get the opportunity to make a new Cruis’n game in a partnership with Nintendo in 2016 with the Cruis’n Blast arcade cabinet. The first major appearance of the series since Midway published the ill-fated Cruis’n on the Nintendo Wii. The Cruis’n Blast arcade cabinet did well enough that Raw Thrills has ported the game to the Nintendo Switch, and they’ve expanded the content to some degree.

So what sets this one apart from the rest of the series? Well, the fact that some of the original people who made the first three games at Midway also worked on this one really shows. It feels like both a return to form and a considerable upgrade over those old games. That may seem like an odd statement to those who have seen the visual fidelity of other racing games in recent years. No Cruis’n Blast certainly can’t hang with something like the latest Forza game’s photorealism. And there are other arcade racers that still push more polygons than what you’ll see here. And yet Cruis’n Blast still looks pretty breathtaking even several years after the arcade cabinet release.

A big part of that is due to the wonderful art direction. Screenshots don’t do this game justice. When you’re playing this game, it really is a treat for the senses. It’s bright and colorful. It has fantastic texture work. Everything feels cohesive and while things can be really crazy and completely unrealistic, it all does seem like it belongs together. You can expect to see stuff you would ordinarily see in some blockbuster action films. One moment you’ll be driving through a fight between two yetis and then a second later sliding down a giant flow of lava and magma and somehow not bottoming out or destroying your car.

Like the Cruis’n and Rush games of old, the game ditches the usual lap-based tracks for some A to B line races. Along the way, you can find alternate routes and shortcuts in each of the tracks. You’ll have to avoid traffic as hitting cars that aren’t competitors will slow you to a crawl. You’ll also have to avoid grinding up against the guardrails, walls, and other things so that you can keep your vehicle going as fast as possible. But not only are there forked paths for you to choose from but there are also many ramps to jump over and many tricks you can use to maintain your lead.

Returning from older games, are the booster moves. You can double-tap the gas to get a quick boost while doing a wheelie. You can do it while turning to get the vehicle upon its side. You can do it off of jumps to make the car jack knife spin forward. The game also has a nitro system you can use three times per race. Though you can use the prize money you pick up or earn at the end of a race to add more. This game also has a proper drifting mechanic. You can slide around corners at high speeds and begin to fill a meter. If you can fill it out quickly and straighten out your vehicle you’ll get a quick boost. All of this stuff goes a long way to keep you going at an insane speed. On top of all of that, the game takes a page from Citerion’s Burnout games and allows you to get takedowns on your A.I. rivals. They’re big, flashy explosions that even use a splash of bullet time to make them feel as impactful as the other crazy stuff you’ll be seeing at the same time. It’s all a super fun sensory overload.

Being an arcade port, the game has all of the arcade version’s tracks in it. But that’s not all. The game also has six circuits, each with its own four courses that you’ll need to place highly in. In order to unlock the following circuit. You need to get a Gold trophy ranking in each circuit. So in order to do that, you’ll need to place first in the majority of the four tracks and never less than third place. Each of the tracks (including the arcade machine tracks) has three hidden keys in them. You’ll need to find all of them in order to unlock some of the vehicles. And with so many branching baths in the tracks for them to lie in wait in, it’s one way you’ll go back and replay the tracks a multitude of times for.

Speaking of unlockable vehicles, there are a number of crazy ones including triceratops, a flying saucer, and a unicorn. But there are other more grounded ones including some classic cars, an ATV, and a host of others. Beyond those, you can also level up each of them as you re-play all of the game’s tracks with them. You can get new paint jobs, decals, body kits, and most importantly some slight engine upgrades.

There are four difficulties, and you’ll have to get all gold medals in each of the circuits to not only get to the next circuit, unlock higher difficulty settings. Playing through the circuits does not unlock them in the next difficulty either. So if you play through the game on Easy you’ll have to do it all again on Normal. Do it all on Normal and you’ll unlock Hard. Do it all again on Hard and you’ll unlock extreme. Fortunately, you don’t have to re-unlock the extra cars in subsequent difficulties, and the arcade tracks are in a separate menu so you won’t have to replay those if you don’t want to.

That’s especially nice since the game has split-screen multiplayer. This brings back a great party game option for you when you have people over. And guests can use the crazy cars you’ve unlocked as well. It even performs pretty well in split-screen for the most part although the 4-player option is a notable cut from 60 fps to 30 fps. But the game also has a local wireless option where you can network four Nintendo Switch consoles for a quasi-LAN experience.

So with all of the good on display here, is there anything to be wary of? Sadly, yes. If you come into this game expecting some online racing like I did you’ll be disappointed. There are no online modes to speak of here so the only way you can play with someone else is if they come over to do so. Eugene Jarvis said in an AMA they *want* to do so. But that doesn’t confirm they will be able to.

Another thing that will drive some people nuts is the return of rubberband A.I. You can expect to be clowning the other racers on higher difficulty runs only to have the distant second place car, suddenly boost past you as you approach the finish line or the game to decide to move a motorist in front of you when you have a third of the course to go. This makes sense as the game was originally an arcade machine, and the old games were also arcade machines meant to get you to keep putting in tokens. Cheap computer opponents are a simple way to do this. But this doesn’t make it any easier to swallow. You can fully expect to flip a few tables here, especially once you get beyond the scope of Normal difficulty.

And of course, if your friends can’t abide a lower if understandable framerate they won’t want to play in four-player mode as the look and feel of 60 vs 30 is going to be obvious. I think the game is fun enough to grin and bear it but some of the arcade racing purists out there may find it unacceptable. If everyone has their own system and game card the local wireless option mitigates this. But not everyone does.

One other smaller nitpick I have with the game is that it does recycle bits of tracks in some of the later ones. Particularly the last two circuits where they changed some of the visual cues to go with newly introduced themes, but reused stretches of earlier tracks. Many racing games do this, and it isn’t a dealbreaker by any means. But I would have liked to have seen completely original tracks in the end. I could have also done without the pretend Katy Perry theme song that permeates the menus as it just isn’t my cup of tea. The rest of the soundtrack is pretty good though with elements of electronic dance music, funk, disco, and one rock n’ roll track. You can cycle through the OST while racing.

But overall, I really like this iteration of the Cruis’n series. Its bright colors, wacky vehicles, insane set pieces, and Split-Secondesque transitions are all fantastic. The addition of drifting mechanics pairs really well with the classic Cruis’n and Rush formula. Tracking down the different keys for the unlockables feels fun and inviting rather than a chore. The presentation is a huge reason for that. Cruis’n Blast isn’t the deepest racing game. But that doesn’t mean there isn’t anything under the surface. You’ll need to learn some advanced drifting and the shortest routes for you to take first place. Especially in higher settings. Fans of Mario Kart’s gyroscopic options will also love that they’re an option here as well. But more importantly than that, it’s just a fun game. Whether you were playing the originals in the arcade and Nintendo 64 in the late 90s or you were raised on newer high-speed arcade racers, Cruis’n Blast is well, a blast.

Final Score: 8 out of 10

Fast RMX Review

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F-Zero, and Wipeout are two beloved series that rarely seem to make an appearance anymore. Nintendo’s flagship futuristic racing series has a deep (for a racing game) storyline, a huge roster of characters, and of course, high-speed races. It used to be a guaranteed appearance on Nintendo hardware. The Super NES, Nintendo 64, and a slew of handheld releases kept futuristic racing in the limelight. Psygnosis, and Sony answered with their own futuristic racing series; Wipeout. Both of these may seem similar, because they are in premise. But each has their own nuances making them both stand out on their own. But, while not as dormant as F-Zero, Wipeout still doesn’t get the attention it used to.

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But in recent years some independent studios have answered the call of those who long for proper futuristic racers. I previously looked at RedOut which will see a port to the Nintendo Switch at the end of the year. In Nintendo’s absence, German developers Shin’en created a small game on the Wii U called Fast Racing Neo. Which did well enough that it spawned some DLC. With no F-Zero on the horizon, they’ve made essentially a re-mastered director’s cut for the Switch. It includes all of the content the old game had. Plus new content. It also has a considerable upgrade in visuals. Released last year, this new version is an excellent title you might just want to pick up.

PROS: High sense of speed. Tight controls. Performance. Track layouts.

CONS: Online multiplayer has a low population.

EXPLOSIONS: Expect to see many when you’re first learning tracks.

Fast RMX is pretty great stuff. Immediately you’ll be taken back by how great this game looks considering its smaller budget. Then you’ll be taken back by just how great it performs. Where some other futuristic racers take influence from a few different franchises, this one mostly takes inspiration from F-Zero. The thing is, it does so well with the formula that it nearly rivals F-Zero many times. How close does it stick to the F-Zero formula? Pretty closely, but it does just enough to keep it from being a 1:1 knockoff of sorts.

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The vehicles are very much of the F-Zero vein. The designs will instantly remind you of the hovercraft driven by the likes of Captain Falcon, Pico, Dr. Stewart, Samurai Goroh, or even Mr. EAD. Oddly enough, this is where there is a big departure from F-Zero. There are no characters. There isn’t a storyline. One of the hooks with the later F-Zero games, especially F-Zero GX, was the comic book soap opera on display. Every racer had interview clips. There was a set of difficult racing challenges that told more lore about Captain Falcon with each one you were able to win. Every driver had a theme song. There is a lot of back story in the F-Zero series.

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Fast RMX dispels with any attempt to tell a story. There are no bounty hunters chasing super villains or criminals. It’s just pure, adrenaline rushing racing. Which is the most important part of any racing game. It’s the part that this game absolutely nails. Fast RMX may have a generic title, but it is succinct. There is a huge emphasis on speed on display as you’ll be boosting around hairpin turns on a rocket. The settings, and tracks continue the homages to F-Zero. Throughout the 36 tracks are space stations, futuristic cities, mining operations, and desert planets with sand worms right out of Dune. There’s even one race that takes place on a track as a giant robot is walking around, ready to step on you. It’s a pretty wild ride. A couple of tracks even retain F-Zero’s ride along the outside of a tube track designs.

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So there is a lot of love thrown to Nintendo’s racer. Fast RMX looks great doing it too. The highly detailed textures on everything look great. Many of the courses take advantage of wind physics, and filters to add to the sense of speed on display. There are even some really great weather effects in this game like rain, and snow. One of the courses even has puddles that splash when you pass over them. The game even uses some Ambient Occlusion for lighting, and shading effects. Fast RMX is an impressive looking game for the Switch. The sound quality is quite good too. The humming of the engines, the bombastic explosions of wrecked ships are great. There’s even an eccentric announcer who has some quips to cheer you on when you’re doing well, or to essentially boo you when you come in dead last. The low-key Electronica fits the racing well, though personally I would have preferred some element of Rock. But that’s a minor nitpick on my part.

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However, as I mentioned earlier, this isn’t a 1:1 carbon copy of F-Zero. Fast RMX has a few entirely different mechanics. First off, the energy system deviates greatly from F-Zero’s. There are no pseudo-pit stops to refill the boost meter. Instead, you have to be proficient enough to collect orbs at high speeds. These orbs will refill your boost meter instead. Secondly, your boost meter is not tied to your vehicle’s damage meter. If you run out of boost, you’re not going to explode. Third, there are explosions, but you aren’t out of the game after three crashes. You can keep going until the end of the race. However each time you destroy yourself by flying off the course, or hitting a wall you put yourself further, and further behind. Fourth, there are boost strips on the courses. But this leads to Fast RMX’s unique mechanic. Every vehicle has two phases. An orange phase, and a blue phase. Pressing the X button changes between the two, and the exhaust from your vehicle changes color to reflect that. If you’re coming up on a blue boost strip, and you’re using the blue phase, you’ll boost. If however you’re using the orange phase, you’ll be slowed to a crawl until you either shift phases or drive off of the boost strip.

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This leads to all kinds of boost strip patterns, which gives the tracks a puzzle game element. Not only do you need to memorize each of the turns, branching paths, and booby trap placements (Yep, tracks have landmines, omega beams, asteroids, and turbine fans to avoid.) but you’ll need to know boost order. Orange, orange, blue, orange, blue, blue, orange on one track. The next it might be blue, orange, blue, orange, blue, orange. Suffice it to say, you’ll be playing many of these courses many times over. There are several modes in Fast RMX. The primary one being its Championship mode.  This mode starts you out with three cups, each with three races in it. You don’t have to win every single race to win the cup because every placement gives you a certain number of points. So it works a bit like Mario Kart in this regard. However, by the end you’ll need more points than everyone else to claim the top spot. So every track you do badly on, means you have to do better on the subsequent races. If you can place at least third by the end of the cup, you’re treated to a short victory animation. Then you’ll unlock a harder cup, and often a new vehicle to use.

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Each of the 15 vehicles in the game handles differently, and are rated on the top speed it can reach, acceleration to that top speed, and the size of the boost power it has. Unfortunately, one bad thing about this, is it doesn’t give you any information about handling. So you have to try each one as you unlock them to see which style you like best. On the plus side, it does force you to at least take a little bit of time with each of them. One thing the ratings do tell you is that if a vehicle has a high top speed, it will take longer to get to that top speed. So these are usually going to be better if you’ve memorized every nook, and cranny of every track. Making a mistake will slow you down considerably. So when you’re just starting out you may want to pick something else. Going for a high acceleration means you’ll get to top speed faster, but you’ll want to master hitting those boost strips to compensate. Going for high boost means you’re at everybody’s mercy if you miss running over those aforementioned orbs.

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Once you get through all 12 cups, you’ll be graced with the end credits. But that’s far from the end of the line here. The game has 3 difficulty runs of the championship. So you’ll have to do it again, and again. Each of the tiers gets a bit more cutthroat. Think of it like the cc ratings in Mario Kart. The courses themselves aren’t that much harder, it’s the enemy pilots who become that much more brazen. Be that as it may, even on the initial tier, the last three cups have a huge spike in challenge. Not just because of the enemies, but because of the precision some of the courses require. It will take you back to getting to the Diamond Cup in F-Zero GX. These courses are a big hurdle to overcome. But once you do, you’ll feel very accomplished upon seeing the end credits for the first time.

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The game also has a mode called Hero mode. This one has you go through each individual track, one by one, and challenging you to come in first. That in of itself is pretty tough to do. Doing it on every track takes dedication. This mode is really for the player who wants to squeeze every last ounce of content out of their game. Much like the mainline championship mode, beating it unlocks another two tiers of difficulty. So if you’re looking for something that you can devote a lot of time to, Hero mode will keep you busy for a while. If that STILL isn’t enough for you, the game has Time Attack. Which is basically what it sounds like. You, practicing the tracks to get the shortest time possible. It isn’t the most exciting thing for the average player, but it is when racing games include them. If you’re having trouble with a certain track, it is nice to be able to practice it. Just as it’s nice to be able to ensure you’ve mastered it if you’re really good at the game, and want to compete in speed runs.

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Rounding things out are the multiplayer modes. The game includes two main online modes. One where you can race against random players online, and another where you race against your friends. Fast RMX is quite fun to play online. The netcode is fairly stable, and I rarely ran into any lag. That isn’t to say it doesn’t exist though. If you’ve connected to players who are on the other side of the world you’ll see their vehicles warping around a bit, or if someone has a bad connection you’ll see a stalled vehicle when they finally crash out to a menu. But by, and large it isn’t a bad experience. However, being released last year, you may find you have a long wait when trying to play online against random players. It took me a nearly ten minute wait to find an opponent. Once I was able to, a few other players eventually showed up, and I had a great time racing around 20 races before heading off to sleep.

That’s really about the only complaint I could levy here, is that there is a low online player population. Unfortunately it seems to be the case with many racing games, the online competition window is a short one. Still, the fact there are online bouts, and that you can play private matches is great. Fast RMX also retains the split-screen racing fun that made F-Zero, and Wipeout awesome party games. Up to four players can play in split-screen, and the frame rate doesn’t seem to be affected too much astonishingly enough. With all of the animation, and special effects going on it still retains a fairly good performance. Though some of the visuals do take a couple of cutbacks to compensate. Fast RMX also has a LAN mode, where you can connect your Switch consoles locally. So if you want to organize a local Fast RMX tournament, or party night you can.

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With its great visuals, excellent track design, and high frame rate it’s almost a no-brainer to download Fast RMX off of the Nintendo eshop. It’s an excellent game in spite of its generic title. I look forward to seeing what Shin’en brings to the table with any potential sequel. The only things to be aware of as of now, are the lack of players online this late in the game, and a big difficulty spike near the end. But in the grand scheme of things these aren’t major problems. In fact, I can’t say I ran into any major bugs while playing it. Shin’en really seems to have gone over everything with a fine tooth, and comb here. If you’re a Switch owner who hasn’t already done so, get this. Fast RMX is a winner.

Final Score: 9 out of 10

Carmageddon: Max Damage Review

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Ah Carmageddon. It probably seems esoteric now, but twenty years ago (man time files, and boy am I old.) it was a pretty big deal. It was a racer that involved wrecking other cars, wanton destruction, and the wholesale vehicular manslaughter of pedestrians. It caught the ire of the same people upset about the absurd violence of games like DOOM, and Mortal Kombat. So when it was ported to consoles, in some regions it was heavily censored. The game led to two sequels. One was a pretty decent one. The other not so much. So here we are with the fourth game all of these years later. How does it fare?

PROS: Still has gory comedic violence. Fun tracks, and vehicles.

CONS: Not a big visual leap over the old games. No improvements to handling.

WHAT?: Power ups are crazy.

I enjoyed the original Carmageddon back in the day. The sequel was also pretty fun. It was juvenile. It was full of stupid humor. But there was a certain amount of charm in it all. Running over pedestrians for time bonuses, destroying opponents to steal their car, all on dangerous, and silly themed races. There were issues with the games like the inconsistent enemy A.I., and the bad handling causing you to spin out fairly easily. But the underlying game under it all was still goofy fun. Visually these games weren’t much to look at, the car models were blocky, and the pedestrians were even more lo-fi. But that made the mayhem more comedic so you didn’t mind so much.

And the audio, man, was it good. The voice samples, and dialogue went along with it fantastically. Plus it had a pretty cool soundtrack. It was pretty good. But the third game changed things up a bit too much for some, and not nearly enough for others. Plus it didn’t come out in the best state from what I remember. It kind of came, and quietly went. Carmageddon went dormant for a long time.

Over that time,  Interplay, the game’s publisher went into all kinds of financial woes, and the IP ended up at Square Enix. Stainless Games would finally get the IP back in their hands, and upon doing so, brought out the fourth game in the series. First as Carmageddon: Reincarnation, and now that it’s got a console port it’s been retitled Carmageddon: Max Damage. So after all of these years, and all of this time, how does this new game hold up?

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It’s a bit of a mixed bag. Visually, the game does look better than the first three games. But not by very much. This version has some advanced lighting effects, and some other visual cues. But the vehicles themselves are still fairly low on the details, and the pedestrians are still blocky people you’ve been smearing over the pavement since Carmageddon II.  The PC version does feature a robust set of options, so if it taxes your hardware, you can lower some settings. The sound is the same sort of scenario. The sound quality is a bit better than the old games. It doesn’t sound as compressed, and there’s still a hard rock soundtrack to jam along to while destroying other drivers.

Carmageddon: Max Damage also follows the same rules as the second game. You start out picking one of two vehicles, and racing sets of events to unlock new ones. Each set generally has three or more events you need to win in order to get a stamp of approval. Win enough of them, and you’ll unlock the next set of events. You don’t have to play every event to unlock the next set, though it is recommended because you’re more likely to unlock every set that way.

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During the events you can also find tokens that can be spent on upgrades for your vehicle. You definitely need to upgrade your vehicle because later races feature more aggressive opponents who will destroy you pretty quickly if you’re unprepared. To keep yourself from being destroyed, you must keep up scoring points. You get points (and time) for running over people, doing crazy stunts, and blowing up racers.

There are several event types in each set. Some of these are a traditional race, where you need to place first to advance. Others are challenges where you have to get to a certain number of checkpoints first, or kill a number of specific people first. Often times there will be a specific opponent for you to destroy, and in doing so you get to keep their vehicle for your garage. And then the best are the classic events where you can go for whichever goal you want. Killing racers, running over people, or winning the race.

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During the events as you’re earning points doing all of those over-the-top things you’ll start getting rear ended. Or jammed into a wall. Or knocked off of a cliff. All of which start to severely damage your vehicle. The damages will affect how your car handles too. So if you get T-boned you may end up only being able to take left turns. Or you could bang up the front end to the point the car barely runs. You can even get into situations where the car’s engine is shot, and you have no tires.

This is why you need to earn points. You can use the points to fix your car on the fly, or recover your vehicle if it falls into a chasm. Now if you rack up an insane score, you can spend a large chunk of it to constantly keep your car in pristine condition. This makes the game considerably easier. But it still isn’t a cakewalk. Especially as you progress, and begin dealing with more, and more aggressive A.I. There are also Mario Kart styled power ups you can find by driving into oil drums. Some of these are useful, like the Sith Lord Force lightning that you can use to electrocute opponents. Others are just silly, and ultimately useless, like the one that makes you wobble.  Still there are others that are there to troll you, like the power up that blows your car in half, and could lead to a loss if an enemy hits you afterward.

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In between events you can spend the tokens you find on upgrades for your vehicles. These are drip fed to you through the game though because certain upgrades are only purchasable at certain levels. This gives the game some replay value as you can go back with a beefier car to play older events you’ve skipped. But at the same time it can be annoying when you’ve found 7 tokens, and can’t spend them on what you want even though you have enough currency.

The main problem with this one though, is the fact that it hasn’t improved the driving physics over the old games very much. Far too often you’ll find yourself spinning out after attempting to make a hard corner. Or you’ll find the rag doll physics when trying to roll your car over either don’t move enough, or move too much making getting yourself re-oriented an annoyance. It doesn’t make the game a bad one, but it is a big enough annoyance to take you out of the experience. It’s enough of a distraction, you may find yourself playing it in short bursts rather than several hours.

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This isn’t to say Carmageddon: Max Damage isn’t fun. As long as you enjoy dark humor, and cartoon violence it’s got a lot under the hood you’ll enjoy. One of the really cool things I’m glad to see has been retained is the replay feature. When you finish any event in the game you can go back, and re-watch it. As you’re watching it again, you can experiment with a ton of different camera settings. You can change the point of view, for different parts of the play back, you can fast forward, rewind or pause video. You can even take the HUD off if you want. This is also where you can get some laughs, as this is where you’re most likely to listen for the voice samples, and pay attention to the gore. Because when you’re trying to actually win a race you’re probably most focused on driving or other goals.

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The game also supports Mods you can get in the Steam Workshop on PC, and the game supports multiplayer. There isn’t much of an online play community here, but the ability to play the game with a friend does add some fun to the package. I like that this is a game that supports LAN though, so if you do have a few people coming over with laptops, you can do classic multiplayer through your home network.

Overall, Carmageddon Max Damage isn’t a bad game. But it isn’t something I’d tell you is a must-buy either. A big chunk of the package depends on your sense of humor. If you like dark, and violent comedy then you’ll get some laughs out of it, and it is competent in its modes. The thing is, it doesn’t excel at any one racing mode. If the mechanics had been vastly improved over the old games it would be worth a recommendation. But it really hasn’t. If you’re looking to add a technically sound arcade racer to your game collection, there are better options. But if you want something to make you laugh at a preposterous send-up of Death Race, you could easily do worse.

Final Score: 6 out of 10

Reposted Review: Road Rash 64

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(Originally published on the defunct Retro Retreat)

The lauded Electronic Arts series lands on the N64. Except that this entry was not made or published by EA. Confused yet?

Originally an exclusive for the Genesis, Road Rash saw rare ports on the Amiga, Game Boy, before a quick reboot on the 3DO, and Windows before disappearing awhile. EA also brought it over to the Playstation as Road Rash 3D, and took one last stab with Jailbreak. But Electronic Arts final attempts on the Playstation failed to capture the 16-Bit glory days of the series on Sega’s most popular console. Enter the late, THQ with a grand proposal.

PROS: Truly captures the feel of the Genesis classics. 4 player split screen.

CONS: Like F-Zero X it goes with low poly counts. With worse textures.

WEIRD BUT TRUE: The game totally calls bull crap on you for gaming the system.

Back in 1999  (Has it been 13 years already?) a strange thing happened. It’s not uncommon to find late ports of titles showing up on a competing platform. It is however strange to see a franchise entry be created by a developer with no apparent ties to that franchise’s IP. Stranger to see that entry be published by a publisher that doesn’t own that IP.

Strangest of all, seeing that title in a store, on a shelf, and all completely legitimate.

But that’s exactly what happened. Back in the early 90′s, Electronic Arts published a 3 game motorcycle combat racing series called Road Rash. A Genesis exclusive, the first title later saw ports to the Commodore Amiga computer, and the Game Boy handheld. As it’s ports were not on traditional consoles, anyone who wanted to play the series on the big screen had to buy a Genesis. It was a great series too. Going head to head against friends, while you swung bats at each other while driving bikes at 200 mph was a blast.

So much so that gamers temporarily put aside the petty console war, and challenged each other whenever they ended up at the Sega kid’s house on a Saturday. The series briefly made an appearance on the 3DO when EA founder Trip Hawkins left to create the 3DO company. That version made it to Windows 95. After the 3DO was defeated by the Playstation, and it’s rivals however, EA would bring the motorcycle combat racer to Sony. When they did bring over Road Rash as Road Rash 3D though, they toned down a lot of the fighting aspects, and focused on the racing portions. This probably would have been passable among the series’ most ardent fans if not for the fact that RR3D had no multiplayer mode whatsoever. EA tried to make up for it with Road Rash Jailbreak, (USA gamers got it late) and reception while not bad, was still a far cry from it’s days on the Genesis.

Enter the late THQ. Around this time it was finding pretty modest success on the Nintendo 64 with it’s World Wrestling Federation games, and previous World Championship Wrestling titles. Besides this, the publisher always seemed to attempt filling gaps on the platform. It tried publishing Quest 64 during the N64 launch period to give RPG fans something to play in the wake of losing Final Fantasy. While that was a very blunderous miscalculation, with today’s title the practice was one of their successes.

THQ contacted EA, and worked out a publishing deal to make their own original motorcycle battle racer using the Road Rash moniker. They certainly didn’t squander the opportunity.

Road Rash 64 took everything fans knew, and loved about the Genesis games, then amped them up to eleven. Moreover, the game even did a few things some of your favorite modern racers do. Like the 16-Bit originals, RR64 will have you racing against other psychotic bikers in violent races for blood sport. Make it from point A to B in one piece while placing in the top three you qualify for the next race. Make it through all the races, and you will find yourself in the next circuit. RR64 also does all of this on one large map. While being A to B distance racing, the game does not put up any invisible walls. You can feel free to drive off-road, drive lines through “S” winds of track, or even attempt to skip long areas of track.

But don’t think that any of that will help you. Because Road Rash 64 also calls you out for being conniving. Get used to seeing the question “Cheat much?” crop up in red, and white if you do anything the developers found questionable. If you flat-out try to skip a race by driving around the preplanned route, right to the end you can expect your bike to mysteriously break down while a warning “Cheaters never prosper.” taunts you. You won’t want to break down either, because each breakdown takes away prize money. Prize money is very important in this game because you need it to buy bikes. Why do you need bikes?  Because later circuits require faster bikes to enter. If you can’t afford a bike that meets the race requirements, you can’t progress. So you’ve been warned.

The game also brings back police chases. Biker cops will show up to crash your party. Unlike the other bikers who may need to keep making you total your bike until it can’t race anymore, the police only need to make you crash once to arrest you. Get arrested, you lose money for bail. Run out of money, and it’s game over. So not getting arrested is just as important as not crashing, and having the nicer bikes. Be that as it may, the real fun of the game ARE indeed the fights, and crashes. Road Rash 64 features amazingly, hilarious crashes. Where other games will infuriate you because one tiny mistake cost you a victory, here you will laugh, and wonder how your racer is still alive. It even has an award called “Cascade”. It will pop up when half of the racers are involved in the same crash. Bodies will fly hundreds of feet in the air, rag doll in the street, and then be run over by traffic. There are also pedestrians you can hit during races for bonus points.

There are so many fun weapons to use here too. Of course there are the typical B-movie biker staples like bats, chains, or clubs. But you can find pool cues, steel pipes, mace that can be used to blind other bikers, and the greatest weapon for this sort of game: a taser. Even once you make it through the main game you’ll have a lot of multiplayer modes to play. Thrash mode is probably going to be the best of the bunch. This mode lets you, and three friends race on any of the tracks featured in the campaign. All of the weapons are available to you, and as in the main game, you can pick up other stuff like damage amplifiers.

Other modes are lap based modes on tracks not seen in the main game. Here you can run a 1,3,5,or 7 lap race against one another, or play variants of these like tag mode (Everyone has to gang up on a specific player before the game assigns IT status to the next player). Deathmatch mode is here too. In DM you get a frag for each lap you make, and if you are knocked off you lose a frag. The final multiplayer bit is Pedestrian hunt. This mode sees players trying to run over anyone standing in the street or on a sidewalk. Whoever hits the most at the end of the track wins.

There is one major off putting thing here though, as you can probably tell by the screen caps. That’s the graphics. Even at the time of release they are far below what most players expected. The N64 did have a lot of games people cited as visual power houses. Turok 2, Goldeneye, Perfect Dark to name a few. But Road Rash 64 goes just a minor step above the fidelity found in SNES games like Star Fox or Stunt Race FX. One likely explanation for this is the lower polygon numbers increase performance. Even Nintendo’s own F-Zero X did this. But even F-Zero X had pretty respectable textures in comparison.

Nevertheless, Road Rash 64 does take advantage of the Expansion Pak cartridge. Players who have one installed in their N64′s will have access to a few graphics options to mildly improve the quality. Widescreen mode (Although it’s really stretch o vision), Letterbox mode ( Really more of a window box. Makes the screen smaller, and centered to sharpen the image.), and then there’s the option of using Higher Resolution Textures at the normal 4:3 setting. For most  players, the typical Normal setting or the Hi Res mode are the best options. Hi Res doesn’t add much of a performance hit either. So if you have the Expansion Pak, it’s probably the best bet.

Road Rash 64 is the odd duck of the series. It’s a game that nobody ever expected to see, and then when they did see it, they had to do a double take. While it isn’t very much to look at, it is a great example of gameplay over graphics. It’s a lot of fun, and is the only four player entry in the series. It’s also not terribly expensive, so if you’re looking for another party game to add to your Nintendo 64 collection you can easily do a lot worse.

Final Score: 7.5 out of 10 (A lot of fun despite it’s faults.)

Mario Kart 8 Review

The 8th mainline Mario Kart is here for the Wii U. Is it worthy of all of the praise, and accolades the press has handed it?

PROS: New innovations, improvements, and features.

CONS: The roster could have been a little better.

DON’T PISS HIM OFF: Luigi’s death stare is a meme now.

What can I say about Mario Kart 8 that hasn’t been said already? It has even the biggest Nintendo detractors talking it up. It has a lot of 9 out of 10’s in the professional reviews department. It has also given the world the funniest meme since I was frozen today.

Mario Kart 8 at its core is still the long running game we’ve enjoyed since Super Mario Kart came out on the Super NES. The game features an 8 cup campaign, half of which are retro tracks. The retro tracks this time around are a pretty nice selection, and have some alterations to fit in with the rest of the game. As with every Super Mario Kart, there are three engine speed difficulty levels. 50cc is the slowest, with the easiest computer controlled racers. 100cc is the medium difficulty, and of course 150cc is the highest difficulty coupled with the fastest speed.

As in previous games, playing through the campaign, and shooting for gold trophies will unlock cups, tracks, and other secrets. Mario Kart 8 differs in that playing on a higher difficulty setting will grant the rewards of winning on a lower setting. So those who jump right into 150cc racing, and win trophies will also have the trophies in 50cc, and 100cc races.

This is quite a nice feature since in previous games players found that they had to re-beat the game on lower settings after winning to get certain characters or karts or bikes unlocked. This brings up another change. Coins make a return in Mario Kart 8, and collecting them will not only increase your Kart’s top speed, but work toward the unlockable items. This also carries over to multiplayer so even players who skip the Grand Prix can still find some of them. Collecting 50 coins will begin the treasure hunt. After a certain point the number doubles.

Nevertheless, you should play through the game’s Grand Prix mode to get the trophies, and unlock the tracks the game has to offer. In addition to the aforementioned retro tracks the new tracks in Mario Kart 8 are nothing short of amazing.  Nearly all of them take advantage of the new gravity mechanics as well as underwater sections. Tracks have certain blue striped bars that when driven on lead to alternate paths. Many of these paths will bring back memories of F-Zero GX, as they corkscrew over other sections of track. Sometimes you will be driving on walls or ceilings. Other times this will be blended with underwater sections, or combined with the glider system which has been carried over from Mario Kart 7.

Cart  customization has been completely overhauled too. In the past you would pick your character who would decide what vehicles you could use. Some characters were too heavy to use some vehicles, and some were too light to use others. With Mario Kart Wii, the series would also throw bikes into the mix.

In Mario Kart 8 any character can use any vehicle. The stats will change depending on the combination, but nothing stops you from using what you want. On top of this, you can mix up tires, and different gliders or parachutes for your vehicle. All of which change stats from not only speed or acceleration, but weight, and cornering too. Mario Kart Wii gave us bikes. Mario Kart 8 retains them, and also gives us A.T.V.s to boot. These can be tweaked as well as the karts.

You’ll really want to experiment to get the right feel for your particular play style too. Because Mario Kart 8 is pretty cut throat. While the rubber band A.I. has been reduced it is still prominent. You may very well hold a lap long lead on Rainbow Road. But don’t be fooled. It is very likely the computer will pull off a last second victory, putting you in fourth place. You will rage after barely losing your opportunity to be champion.

Nintendo has also thrown in a few new equalizer items to try to balance things from being so casual things become purely luck, and so skill based newcomers ought not bother. The biggest, and best is the new horn power up. The horn can help in a number of ways, the sound can cause nearby racers to crash. But more importantly it can destroy weapons. So really good players who want to keep their lead can use it to get rid of the blue shells. The #8 is another new one. It will give players a random eight items orbiting around their vehicle. There is also a boomerang that can hit on the way out or the way back.

The actual racing mechanics will also feel a little bit different to lapsed players. You will still be drifting around corners no doubt, but the feel will change with every vehicle combination made. Stunt jumping makes its return too. Pressing the drift button just after going off a ramp results in a trick jump, granting a boost. The drift boost is back as well. Moreover, the speed on some of these tracks approach the level of F-Zero, where one minor misjudgment can have you going off of the track.

In the gravity themed sections players also have to worry about how they bump into one another. Swapping paint gives both players a boost, but the player who hits the other in the correct area will go farther. This also causes both players to spin out AS they boost. So once again, doing it incorrectly could lead to falling off the track.

Fortunately, Lakitu no longer takes his sweet time to get you if you do fall off. He swoops in immediately, costing you only a few seconds. He does however take coins away from you which reduces your top speed until you replace them with more.

The new features, along with the established tropes make Mario Kart 8 one of the best Mario Kart games in years. It may even be the best one in the series depending on who you ask. But there’s still more.

Online multiplayer has carried over from Mario Kart Wii but with a lot of improvements. For starters it now uses the simplified Nintendo ID system. So you don’t have to go sharing or posting friend codes anymore. It also allows you to easily befriend anyone you race with. So if there is someone you enjoyed racing with online you can add them. Setting up a game with friends also lets you choose what stipulations you want. You can even turn off items, so those who always decry the amount of luck in Mario Kart can make it about pure racing.

It also has a really cool tournament feature. With tournament feature you can create your own room, name it, set it’s time schedule, stipulations, and then give the code out to whoever you want.

This has already been a big hit on gaming community forums like NeoGAF, and other communities like Reddit. Allowing big groups from one place to meet up at a scheduled time to play. It’s also nice in that not everyone in a specific community may be friends, but they can still participate if they want.

In addition to the tournaments, and friends lists players can play solo or local multiplayer online. One player can go online against strangers or a second player can join online on the same Wii U playing split screen. The one disappointing thing here is that one of the two players cannot have the gamepad screen to themselves while the other player uses the television. Other Wii U games do this, so it’s perplexing Nintendo didn’t do that with this title.

In all of the race modes the vote system from Mario Kart Wii returns, putting up three track choices, and a random option. The one that is voted on most wins, and that is the track that is raced on. A minor nitpick here is that players cannot just go through the map list, and pick the individual one they would like to vote for. But I suppose this is a sacrifice that was implemented to ensure all of the tracks are played instead of just the few most popular ones.

In any event, online play is a lot of fun. In my play tests I never ran into any lag, even playing against worldwide opponents. The game ran as fast, and frantic online as it did playing alone.

Offline Multiplayer is back as well. Players can still invite friends over for the vintage 4 player split screen races we’ve been enjoying since Mario Kart 64. Playing with four players does have a noticeable effect on the game’s frame rate. But it is still very playable, and still has fewer hiccups than previous versions have. It’s the perfect game for local multiplayer nights.

The only thing that brings it down is the battle mode. Battle mode is still fun, but not as much as it used to be. The big reason is because it fails to deliver its own distinctive maps.  Here, instead we see recycled track sections. You still try to do a last man standing by taking out each other’s balloons with red shells, banana peels, and other arsenal. But with the unoriginal tracks the strategic element of it is gone. There’s no camping on a rooftop, or driving into some other zone to throw pursuers off of your trail. Instead it’s the carnage you love, on a section of track meant to be raced on. It isn’t as bad as other people may tell you, because there is some fun to be had. But it is a let down, and you’ll want to focus your time on the racing.

The good news is that the racing is so much fun you’ll come back to it again, and again. In any mode be it online or offline. This could really be considered a killer app that the Wii U really needs. I didn’t even talk about the visuals yet. They will be one of the first things you notice when you start playing.

To be sure, if someone really wants to be a sourpuss they can nitpick on small details like AA being off, or the occasional medium detail texture. But 90% of the time Mario Kart 8 looks amazing. From small details on character models, to NPC’s in the backgrounds to the reflective effects on puddles it is great stuff.  So great in fact that when you begin playing with the Mario Kart TV feature you will really start looking for new things you hadn’t noticed before.

Mario Kart TV is a really cool, if limited editing tool. It allows you to broadcast clips of your races to your YouTube account. It allows you to do minor edits to them, and even lets you keep a small list of your most loved ones on file. It includes a slow motion tool that has also birthed the Luigi Death Stare meme.

As with most Wii U games you can still post screen shots to Miiverse, social networking sites, or your image host to display elsewhere online.

The elephant in the room is the roster. It should have been more varied than it is. That much is certainly true. While the Koopalings are a very welcome addition, and the baby version of Rosalina was expected, Princess Gold Peach does come off as a bit lazy. Bringing back King Boo, Petey Piranha, Birdo, or even a different Mario character like Wart would have made more sense. In the grand scheme of things though the roster change really shouldn’t dissuade you from playing this game.

Mario Kart 8 isn’t perfect, but picking it up is highly recommended. It has very fun, and challenging racing mechanics. It has the party game atmosphere long time fans have come to expect. It has amazing track design, and some of the best online multiplayer gameplay Nintendo has ever put out. It also has some of the best driving tunes in the series. Each track has a musical style that complements its setting beautifully. There is a wide variety of locales in the game, so there is also a wide variety of music. The soundtrack is simply wonderful.

You won’t get flawlessness with Mario Kart 8, but you will get a game that does indeed deserve the accolades. It really is worth a high score, as well as being in any Wii U owner’s collection.

Final Score: 9 out of 10