Archive for the ‘Xbox One’ Category

Trackmania Turbo runs laps around me-too modern racing games

April 2, 2016

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I remember cramming Super Mario Kart in the cartridge slot of my Super Nintendo, so many years after my brother sold his. Hearing the notes of its MIDI theme again was like sucking in air, or discovering a scratched and scraped action figure in the basement. Seeing Koopa Troopa, Toad, and Bowser drive past their pastel mountains, my pupils constricted to dots, and I remembered that this was it. No other game has ever, will ever capture that feeling of channeled chaos—because Super Mario Kart already captured it, perfectly.

Trackmania Turbo, though, comes dangerously close. Recently released to no fanfare whatsoever by developer Nadeo and publisher Ubisoft at a budget $40 price point, Trackmania Turbo is the latest in a long line of cult racers that I have never played. The title screams shovelware, the box art screams shovelware, the unfocused aesthetic screams shovelware.

But Trackmania may be the single most exciting racing game since Super Mario Kart first red-shelled the world 24 years ago. Here’s why:

The feel of the wheel

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Trackmania Turbo knows there’s more to racing than simulation. On a television screen, it’s not enough to be realistic; one must be extra-realistic, surrealistic, impressionistic. No amount of gear-shifting or cockpit detail can compensate for the raw speed and heft of a car hurtling through space. Trackmania feels fast, intense, weighty. These cars scream around turns. They are precise, but oh so arcadey. The exaggerated physics are outrageous and only add to the fun. Trackmania captures the impression of racing. Instead of fiddly gear-shifting engineers, we are invited to become howling children enjoying our very first rollercoaster ride.

Falling into flow

On the first level, your car falls into a nosedive from a helicopter. Your wheels spin at max speed as you hit the half-pipe that begins the track. You whip around barriers into your first U-turn and nudge the brake, which sends your vehicle into an intensely satisfying drift. Should you slam into a barrier (it happens), the brake acts as a totally garbage reverse button. Don’t use it. Hit the restart button instead. In an instant, you’re counting down, 3-2-1, and back in the race. There is no loading to interrupt your retry. Feel the flow.

Simple, difficult pleasures

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Being that accelerate and brake are the only two core buttons, you might think Trackmania Turbo is easy. Ain’t so. Despite its simplicity, this is an incredibly challenging, precise racer. So when you hit that barrier, you already beefed it. You might get the bronze; hypothetically speaking, you might even get silver. But you aren’t getting gold, and you won’t be satisfied with your run. Hit the restart button. It’s the right thing to do; you will feel good about it. Because you’re playing a game that’s easy to learn and hard to master, and you will enjoy the road to mastery.

Tracks and tracks and tracks

There’s a lot to master: Trackmania Turbo shipped with 200 tracks. I assume that many of these are fan favorites from early Trackmania games, because they’re very, very good. The tracks start out shorter in length. Most are one lap only; many are only 30 seconds long. They’ll keep you very busy. There are four different track types: Grand Canyon Drift, Down and Dirty Valley, Rollercoaster Lagoon, and International Stadium.

These tracks are not humdrum ovals. They are massively staged, with landscapes stretching into the distance. These are the type of track where you will ramp over a valley and through the ring of a giant pink donut, or corkscrew up roller coaster rails before flying off and latching onto their magnetized underside. Don’t think Forza. Think Hot Wheels meets F-Zero. More than anything, these tracks remind me of the stage design in Super Monkey Ball—these are tracks you’ll remember. Oh, and there’s a random track generator. And a track builder. And you can play other people’s custom tracks. That’s a lot of tracks. That’s a trackstravaganza.

Co-op romance and bromance

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And those 200 tracks? Every single one is available in the brilliant Double Driver mode. Two drivers team together to control one car, their inputs averaging out to control where the car moves. It is a mode that should not work, yet works flawlessly. Racing games are a very binary genre; strictly speaking, there is only one “right” move. So when you’re both double driving, you’re co-testing your ability to both be totally right at the same time. And once you sink into the groove, you’ll perform incredibly. My single proudest trial time was set in double driver with my girlfriend. We absolutely crushed. We are the best.

Hundred-player online insanity

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At its core, then, Trackmania Turbo is a time trial game. You race against staff ghosts, earn a good time, and then race against your own ghost. This type of gameplay can lead to some pretty lame online: download a ghost, race a ghost, snooze away. This game, though. This game.

Trackmania drops you into online matches with upwards of 100 other players, all racing at the same time. They’re real-time ghosts, displaying their usernames overhead, swerving into walls, careening over barriers, hurtling into the abyss. It’s pure madness. But since this is a time trial game, they don’t actually mess you up. You have 5 minutes to race your best lap, with as many retries as you need. Once you finish a lap, you start again and keep going. This works brilliantly because you can jump into a game at any time, and you never have to sit out. You are always racing, you are always learning, and you are always having a good time.

Couch multiplayer monster mash

Many people who play Trackmania Turbo will be disappointed by the game’s versus multiplayer. They’ll play the splitscreen, realize it’s pretty meh, and not play any of the other modes. Do not be this person. Do. Not. Because the best mode is Hot Seat, where players take turns instead of racing at the same time.

As single cars or double drivers, 1-16(!) players take turns racing to see who can score the best time. So what, right? Here’s the rub: Each player has a limited amount of gas. After each person races, the person in last place keeps running the track until they pass another racer or get eliminated. If that player ranks up they stay in the game, and the new last place player has to run.

There are so many reasons I love this mode. I love that the person who performs poorly gets to run the race repeatedly, encouraging them to gain skill as they race and re-race. I love that there’s a palpable tension as players race to stay alive, rankings shifting and rivalries changing. I love that players can take a break to regroup and appreciate the crashes while they wait for their turn to play. I love how much smack talk this mode encourages—even the announcer talks smack. Sometimes he changes accents. Sometimes he’s actually massively encouraging.

You can feel that this is where the team at Nadeo put their multiplayer resources. Hot Seat mode is glorious, practically cementing Trackmania Turbo as the must-have multiplayer party game this generation. And the best part is, you don’t need more than two controllers to realize the mode’s maximum potential. I could write an essay on why this mode is so good.

What I really mean to say

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Only time will tell if Trackmania Turbo is worthy of all the memories it’s rekindled, and solidify whether this is my favorite racing game since Super Mario Kart. There are contenders for that crown: Crash Team Racing, F-Zero GX, Burnout Revenge, Sonic All-Stars Transformed. Let that list decide whether you can be interested in Trackmania Turbo. But if you love manic single-player time trials or no-holds-barred multiplayer grudge races, Trackmania Turbo is absolutely essential. Don’t be fooled by the bland name, the shovelware cover, or the fairly average review scores. In an era of blandly realistic racing simulators, Trackmania Turbo makes everything else eat dust.

I’m wall-nuts, baby, I’m a zombie brainslave

September 10, 2014

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If I haven’t written about Garden Warfare, it’s because I was too busy playing it to un-death. In the throes of my addiction I was topping out at ten hours a day, only stopping when some dumb stupid idiot hacked the Playstation Network, leaving me to endlessly refresh the Ask Playstation twitter for details.

I really love Garden Warfare, then, providing as it does a meaningful alternative to endless near-future military shooters by… mostly imitating Team Fortress 2 instead. Marine zombologists teleport into battle with squealing dolphin shotguns, while gape-mawed Chompers’ tunnel underground and chomp opponents from below. Maps feature fun-first design, with pirate ships, party mansions, and gem mines replacing typical war-torn wastelands. There’s something wonderful and playful here that we’ve been lacking ever since Call of Duty recodified (and ruined) competitive shooters.

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Indies have arrived

August 11, 2014

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Amidst a scarcity of big budget games, indies are stealing the spotlight

Looking through my Playstation 4’s media bar last night, I noticed something strange: a complete absence of big-budget, publisher-backed titles. There was the Destiny beta, of course, but nothing truly substantial, nothing I’ve actually bought. In fact, the beep of an empty disc tray is something of a running joke in my house — of course there’s nothing in there; we don’t even own a physical disc for the system.

For me, that’s incredibly weird. I’m not a primary consumer of AAA big-budget titles, but neither do I consider myself an indie gamer. I’m not prone to playing navelgazing, experiential indie titles; instead, I play scrolling shooters, platformers, role-playing games, kart racers, and brawlers. Seeing that my library consisted of nothing but indies came as a real shock to me.

But that’s a defining core of this generation: the walls have broken down, and all of a sudden indies sit flush alongside mainstream titles. New distribution models are allowing indie developers a voice, and they’re making that voice heard.

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