Now that we’ve been given a “warm welcome” from the denizens of Kras City, I say it’s time to take the racing circuit by storm.
Let’s give these clowns a lesson they won’t soon forget!
Somehow, I forgot how good the driving feels in this game. Our vehicles have a weight and momentum to them that is extremely fun to manipulate through power sliding and effective use of turbo. It’s one of those things that’s hard to explain, but easy to demonstrate in action.
But that leaves the “combat” aspect of “Combat Racing”, and using weapons strategically can make a big difference. I like the innovation here of giving each racer the ability to hold two weapons at a time, an offensive weapon in the front, and a defensive weapon in the rear. No matter where we are in the pack, we always have a reason to have a weapon in both slots, to both try to claw our way further up the rankings into first, or defend our position from would-be aggressors. And when we’re at the front or the back of the pack, we’re still able to have a response ready for when that position gets threatened.
This does have the net effect of increasing the overall lethality of the game compared to CTR. In every race we’ve played, the top positions are fiercely contested throughout the duration, and the one in first is never fully secure. There are a few criticisms that can be levied at a game that skews its balance more heavily towards offense than defense, but I think those drawbacks are worth it for a more interactive match where no one ever truly feels like they have no chance to clawing back from disaster.
After all, it’s not over until we’ve crossed the finish line.
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