Title: Ultimate Racing 2D
Genre: Indie, Racing, Simulation, Sports
Developer:
Applimazing
Publisher:
Applimazing
Release Date: 24 May, 2018
English
Completion State:
Completed the career, most of it on expert, played some custom tournaments and some local multiplayer (13.7 hours)
Comments:
Simple but fun top down 2D racer with a surprising amount of content.
The game has four modes: single custom races; custom tournaments; a single player career mode; and local and online multiplayer.
Custom races and tournaments allow for quick races or quick races over multiple rounds on any of the 45 tracks with any of the 35 different cars. The track variation is pretty cool with a loads of approximations of real world circuits, from Silverstone to Monaco, all done rather well given the overhead nature of the game and the relatively simple graphics style. There's also a number of smaller kart tracks, some speedway-esque ovals and some alternative historic versions of real world tracks. The 35 different cars are more classes than actual vehicles as within the class there is then a variety of choices that are the same model just recoloured each with different stats. There's no real depth here within classes though as basically the blue one is the slowest and the red one is the fastest. There's no trade off for example where one is fast but handles like crap compared to one which sticks to the road but suffers in top end speed, instead they are really just another way to make the difficulty options more granular.
The career mode has 35 events, one for each car type, which include [optional] qualifying and the main race across one or many rounds. Other than the car type, the events will also vary according to the number of rounds, the length of the races, whether tyre wear is on or off (and to what level if it is on) and whether boost is on or off. The car classes feel different enough that when combined with the race modifiers each event does feel a little different to the last though ultimately the physics are only so deep so don't expect too much real variation, this isn't trying to be a Gran Turismo or a Forza!
I found the career to be pretty fun and once I had worked out how the cars controls, how tyre wear (and thus pit strategy) worked and what difficulty settings to use I found the expert level events to be just the right kind of challenging. I particularly liked the dynamic weather which, whilst simple, really added another interesting layer on top of the basic racing. I can't count the number of times I thought I had an event in the bag but then the weather changed and I missed the right pit stop window. I initially found it a little annoying that the dynamic weather would change when restarting a session so you rarely get the same race twice but this grew on me and it really does add some dynamic challenge.
Talking of difficulty, there were several ways here to tailor the experience to my own skill level. Firstly the overall event difficulty then the general AI difficulty and last but not least the actual car you choose within the class. Overall I tended towards the medium level AI (as the lowest reduces your winnings substantially whilst the highest only nets you a little more in prizes), expert events and the fastest, reddest car. I found at this level I was having some good races within the inherent limitations presented by the top down view.
Overall, if you go in knowing what you're getting - an old fashioned top down arcade racer - there's an awful lot to like here and when you throw in local multiplayer racing for up to 8 it's a bit of a treat.
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