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Showing posts with label racing. Show all posts
Showing posts with label racing. Show all posts

Wednesday, December 30, 2015

Wii U review: Fast Racing Neo


In an era where futuristic arcade racers like F-Zero and Hydro Thunder have largely disappeared, Fast Racing Neo seeks to reignite that spark of wonder and excitement these titles of yesteryear once offered. At first glance, Fast Racing Neo might look like a direct F-Zero successor under a different name and from a different developer. The game boasts a dozen hover racing vehicles, tracks vary from desert domains to space stations, slick ice-capped mountains, mining facilities connected by giant tubes, and jungle vistas with ninety degree inclines.

Each of these vehicles handles a bit different from the next. Some are quick on acceleration, but have lower top speeds, and vice versa. Some handle sharp turns on a dime, while others have longer and heavier frames that force a larger turn radius. But each vehicle is capable of blazing through gorgeous environments at incredible speeds, all without dropping the framerate below a perfect sixty frames per second. It’s a bit of a shame that the vehicles can not be given alternate color schemes, but their names and designs do well to pay homage to the era of gaming that inspired them.


Track layouts similarly feel the part of F-Zero GX’s offerings, and are, in some cases, even more challenging when attempted at the higher speed settings. Not unlike Mario Kart, the Subsonic, Supersonic, and Hypersonic ‘difficulties’ have less of an impact on the capabilities of the opponent racers’ A.I., but rather increase the speed at which everyone zips along the track. Fast Racing Neo avoids a ‘rubber-band’ catch-up system, so there are rarely rival racers that follow closely behind you for the four tracks within any single cup. This of course also means that you as a player still need to shoot for the front of the pack, as the overall rankings are less predictable than in other arcade racers.

Fast Racing Neo controls with buttery-smooth precision, though as mentioned, no two vehicles control in quite the same fashion, so it may take a few runs to get the feel for which vehicle is best suited to your personal play style. Similarly, each course dishes out something new as you progress, and the best way to beat the competition is learning a track’s ins and outs through a trial-by-fire approach. Fast Racing Neo, oddly enough, also gives a nod or two to Ikaruga and other shoot-‘em-up games, with the incorporation of a color-shift system. Certain boost and jump pads are blue, others orange, and you must shift between the two on the fly to make the most of these. Jewels scattered across the track, meanwhile, will fill up your boost gauge, which you can then utilize whenever you so choose.

In the event that you crash while attempting a jump, the game quickly respawns you at the section of the race track closest to where your machine exploded. You are granted a small amount of boost to try and catch back up with the competition. An unlockable Hero Mode ups the difficulty even further, as it demands players manage their boost meter as a shield meter as well (not unlike the F-Zero series), as well as finish in first place to further progress. It’s a bonus mode for the most determined of players, those who haved proved their skill by completing all of the previous difficult settings.


Fast Racing Neo does include online play, wherein players vote from a limited selection of courses. Their vote is then cast into a pool with the votes from each of the other players, and selected roulette-style, not unlike Mario Kart Wii’s online selection process. However, there is currently no way to vote for the difficulty/speed setting, and the game appears to default to the lower end of that. Despite rather bare-bones menus, the game makes up for this with vehicles and courses being covered in gorgeous, shiny visuals, making Fast Racing Neo one of the best looking titles on any console this generation yet. The techno soundtrack is a great, adrenaline-pumping match to the game’s sci-fi setting, and further cements Fast Racing Neo as a worthy successor to a genre that has largely fallen into obscurity.

My rating: 9 (out of 10)

Saturday, November 7, 2015

Comic Book review: Ghost Racers


Within Battleworld, there exists the Killiseum, an arena where all manner of deadly sporting events are held. Notable among them are the lethal, high-speed free-for-alls that pit a half-dozen Ghost Racers against one another. Classic Ghost Rider characters like Johnny Blaze and Danny Ketch take to their flaming bikes, dodging environmental hazards that stand between them and the finish line. But the main character, and hero of the day, is Robbie Reyes, the most recent host to have taken up the mantle of the Ghost Rider before the collapse of the multiverse resulted in the formation of Battleworld.

Much like his introduction in the Marvel NOW! series, Robbie Reyes is a caring older sibling to his brother Gabe, their parents absent, and their home located in a neighborhood that is anything but glamorous. Robbie takes to the race in his sporty muscle car, with the spirit Eli guiding him, and is currently the favored racer. But those who lose are subjected to a number of torture devices below the Killiseum. The Ghost Racers are also – to a certain degree – under the control of the sadistic Arcade, and should one of them get out of line, he can easily sick the others on them. All of this makes for a considerable threat when Robbie and Eli hatch a plan to escape Arcade’s perverse sport once and for all.

The art direction and dialogue in this limited series wonderfully match the grungy atmosphere that has often been associated with the Ghost Rider comics, as well as other Marvel tales aimed at teen audiences on up. Character designs do well to present a variety of Ghost Rider styles, while also paying homage to the series’ long history. Ghost Racers is not an overly-complicated story, but it does present a sufficient number of hurdles for Robbie to overcome. As lead protagonist, Robbie is just as likeable a character as in his Marvel NOW! debut. Ghost Racers proves an entertaining read – one that is surprisingly well-paced, given its smaller scope when compared to many of the other Secret Wars tie-ins.

My rating: 8 (out of 10)

Monday, October 19, 2015

Comic Book review: All-New Ghost Rider, Volume One: Engines of Vengeance


Robbie Reyes lives with his younger paraplegic brother Gabe in a crime and violence-ridden part of Los Angeles. Robbie does his best to look after his brother, being his apparent only family in the area, but has to juggle high school, his low-paying job as an auto mechanic, and the dangers of the neighborhood. He hopes to save up enough money to move both himself and his brother to a safer residence, and often has to ask one of the teachers at Gabe’s elementary school if she can babysit while Robbie works extra hours.

Local bullies throw a wrench in Robbie’s plans when they decide to push Gabe out of his wheelchair and steal it, taunting him and calling him names. Robbie, furious over this, tries to fight the bullies and reclaim the wheelchair, but is outnumbered and promptly has his face beaten and bloodied. After returning Gabe home, Robbie hatches a half-baked plan to ‘borrow’ (without asking) a sporty muscle car from a nearby house for the evening, in order to compete in a street race and win some hefty cash. But shortly after the race gets underway, Robbie finds himself being tailed by thugs who work for a criminal drug dealer that owns the very car that Robbie stole. Cornered in alleyway, Robbie steps out of the car, only to be gunned down and killed on the spot.

However, a spirit named Eli revives Robbie, healing his prior wounds, and giving him the powers of a Ghost Rider. Robbie is then able to chase down some of the goons who tried to finish him off, but others still escape. Armed with the ability to phase through structures and teleport to the car he stole, Robbie regains his ride from the thugs, and lets Eli inform him on how to make the most of his newfound Ghost Rider powers.

Robbie is so likeable at an early stage in this series because of how much he sacrifices for his brother. He is a genuinely selfless protagonist, telling his brother not to go outdoors after dark because people play unsafely with firecrackers (guns, in actuality), and not putting up with a pawn shop owner who would like nothing more than to cheat Robbie out of every penny he’s got just to get Gabe a subpar replacement wheelchair. Robbie is one of the only students in his class that puts forth real effort, and his teacher greatly respects Robbie’s maturity and desire to create a better environment for himself and Gabe. All of this makes for a very interesting contrast to the general chaotic, violent, and terrifying visage of the Ghost Rider, though Robbie’s bodiless soul of a companion Eli seems to understand his host’s vindications quite well.

That said, there are a few moments where Eli proposes more violent, cure-all solutions for the problems plaguing Robbie’s neighborhood. While Robbie does well to opt for alternate solutions where few people are hurt, save for gun-toting thugs and armored drug runners, it presents an interesting contrast that could be extrapolated upon in future volumes as an ‘inner demon’ conflict. This first volume of All-New Ghost Rider is smart to paint its conflict on a relatively small scale, and the last page feels like it has given proper closure to Robbie Reyes’ origin story. Come what may, this first volume of All-New Ghost Rider is a brilliant start to a series that has so much more potential, and is among the strongest of the Marvel NOW! relaunches.

My rating: 8.75 (out of 10)

Sunday, April 26, 2015

DLC review: Mario Kart 8 - Animal Crossing X Mario Kart 8


The second DLC pack for Mario Kart 8 has arrived, bringing with it eight new courses spread across two Grand Prix cups, three new racers, and a handful of new vehicle customization options. Following in the footsteps of the first DLC pack, this latest offering sees the inhabitants of the Mushroom Kingdom open up their roster to accommodate for the Villagers and Isabelle from Nintendo’s Animal Crossing: New Leaf. The majority of the vehicle options are similarly reflective of the Animal Crossing image, while the skeletal Dry Bowser is an outlier – a reskin of the Koopa king that presents more creativity in aesthetic appeal than the previously-released Tanooki Mario or Cat Suit Peach did.

And while all of these are fine additions to Mario Kart 8, the real meat of the DLC pack comes from the race tracks themselves. Half of the courses are reimaginings of courses that debuted in previous Mario Kart titles, while the other half are brand new. Two of the reimagined courses have Gameboy Advance origins, and boast the most obvious updates, both in terms of visual prowess and dynamic layout. As has been the case from the day of its release, Mario Kart 8 remains one of the most visually gorgeous games of this eighth console generation, and the pure variety of environments within this DLC pack continue that trend. From a massive playroom where your kart appears to be a shrunken toy, to graffiti-covered subway tunnels, to the winding breakneck turns of the hyper-futuristic Big Blue, there are plenty of impressive little details to take in.


Distinct about the Animal Crossing X Mario Kart 8 pack is the overall more consistent length and quality of the eight tracks when compared to its Legend of Zelda-themed predecessor. Nearly every course makes use of multiple vehicle transformations, something that, once again, could not be said about almost half of the courses within the first DLC pack. The drawback, however, is the fact that there are fewer standout tracks from this latest batch. The Animal Crossing course is relatively straightforward in design, and while the changing of seasons is a neat afterthought, its environmental hazards and visual 'wow-factor' pale in comparison to Hyrule Circuit. With that said, this is still a solid DLC pack that provides quite a lot of bang for your buck. The courses each offer decent degrees of challenge, and revisiting them can drastically improve your finishing time.

My rating: 7.5 (out of 10)*

*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)

Wednesday, April 1, 2015

XBLA review: Forza Horizon 2: Fast & Furious


No doubt the result of a quick marketing deal, Forza Horizon 2: Fast & Furious is a free-to-download standalone expansion to the Microsoft-exclusive Forza Horizon 2. While the relatively brief experience bears the Fast & Furious name, there is little in the way of story to tie this product to the film series. Ludacris does lend his voice talents to the menus and offers both pre and post-race commentary, an addition that provides decent context to the otherwise generic routine of competing with other racers for ownership of their prized rides. That said, this two-hour-plus experience lacks any other form of story content.

The routine of challenging other races in two-part competitions to win their cars is a predictable but fast-paced routine, and the game does provide plenty of varied locales and course setups to prevent things from becoming stale during its short runtime. A drift challenge, a timed return to your garage while keeping one of your latest acquisitions from receiving too much damage, and one particular race against a helicopter further spice up what might have otherwise become too predictable a game. Though the portion of the French countryside you are limited to is likely but a fraction of the area accessible in the full retail release of Forza Horizon 2, it is still quite expansive, stretching from a harbor town lined with old brick buildings out to hilly farmland, and on even further still to a long and winding stretch of highway that cuts over road leading to an airfield. Sunsets stream beams of an orange glow between structures, and even under the navy of night, the game’s lighting effects look phenomenal.

The same can be said for the cars, which look satisfyingly realistic. Though the Xbox One may be the console with higher graphical prowess than its 360 predecessor, these sporty cars look nonetheless incredible. Zipping down city streets at high speeds, buildings will mesh as blend of colors, offering an effective sensation of just how fast your vehicle is travelling. Slowing down to inspect these up close, however, will reveal flat, often blurry textures. The soundtrack, though limited to a handful of tunes, offers a decently-varied selection of current licensed hip-hop, rock, and technopop tracks. There is no option to customize the ten different main vehicles you collect over the course of the game, but considering how varied their makes and models are to begin with, as well as the fact that Forza Horizon 2: Fast & Furious is effectively a glorified demo, the lack of such a feature is none too surprising.

Of the ten different cars you collect on behalf of the Fast and Furious crew, the earliest ones handle clunkier than the late-game acquisitions. Practically every one of the automobiles has solid acceleration, while the top speeds only improve with each new vehicle added to your garage. The other consistency between nearly all of the cars, however, is the fact that the vast majority of them do not handle turns well. Drifting does not feel good from any but perhaps two of the vehicles, and while the frequency at which cars can spin out may be more realistic than other racing games, it also diminishes the fun factor. Even at the start of a race, cars will sometimes start veering off at an angle, despite you having not pushed the joystick sideways in the slightest. Regardless of whether you take a corner pushing ninety miles per hour or slow down to the crawl of twenty, your car is bound to slide all over the place in nonsensical fashion, as if the roads were covered in glare ice.

While most other racing games in this day and age adhere to the format of asking you to retry an entire race should you fail to place well or meet specific criteria, Forza Horizon 2: Fast & Furious allows you to make use of a rewind button between checkpoints. If you came into a turn too fast and spun out of control, a simple hit of the button will drag you and the competition back a few seconds so that you can better account for the zigs and zags of a particular course. It might lighten the challenge factor a bit, but it also lessens the frustration felt from the aforementioned not-so-great feedback the cars exhibit on anything other than a straight stretch of pavement. Offroad races are practically nonexistent, which is a shame, considering that the under-utilized Jeep Wrangler would be a perfect fit for romps down dirt roads or jump challenges over countryside hills.

Cars automatically repair at the start of a new race, which is appreciated, as scraping against or slamming into fences and trees can and will tear pieces off your car and scratch it up. While it may remove much in the way of repercussions for dinging up your ride, it keeps the relatively short-lived gaming experience to a fittingly fast formula. The game will predetermine which car you will be using for each race, and offer the use of nitro on only a couple of races, which only proves an annoyance late in the game, when you are restricted to one of the earliest, less elegant cars in your collection. Forza Horizon 2: Fast & Furious does offer up a moderate amount of extra content: a checklist for driving down every street, knocking over signboards, discovering one hidden car, and challenging time trials in ‘rival races’. Beyond that, there are speed zones where you can attempt to reach breakneck speeds in setting a record for the online leaderboards, the option to take photos of the cars in your collection, and the opportunity to try and beat your personal best chain combo of skill points, the latter of which are earned from doing just about anything and everything behind the wheel – drifting, reaching high speeds, performing burnouts, and dipping in for near-misses close to other vehicles.

My rating: 6 (out of 10)

Sunday, November 16, 2014

DLC review: Mario Kart 8 - The Legend of Zelda X Mario Kart 8


This first of two DLC packs for Mario Kart 8 is quite generous, boasting two new Grand Prix cups with four tracks each, four new vehicles, three new racers, and a few additional customization options for your rides. While Tanooki Suit Mario and Cat Suit Peach are quick re-skins of pre-existing characters, the real treat is Link, hero of Hyrule, this time donning his look from Skyward Sword. This more heavily stylized design blends well with the Mushroom Kingdom gang’s cartoony appearances and reacts well to the bright lighting and colorful backdrops of many of Mario Kart 8’s locales. Link and all the other racers can take to the track in the Tanooki Kart, the B-Dasher from Mario Kart DS, the Blue Falcon of F-Zero fame, or a horse-shaped bike known as the Master Cycle.

Of the two new cups, the Egg Cup is arguably the more exciting overall, with three brand new courses and one reimagined version of the Yoshi Circuit from Double Dash!! The three new courses include Dragon Driftway, a windy course with a heavy Chinese festival aesthetic, and two courses that pay homage to Excitebike and F-Zero respectively. The Excitebike Arena, while a relatively uncomplicated series of jumps, presents a looped course that is certainly more interesting than similarly-shaped tracks of yesteryear like Baby Park. Mute City, meanwhile, is the real treat, as it utilizes the anti-gravity sections more fully than most any other track in MK8 yet. The abundance of boost pads and tight, winding turns makes this feel the part of a real F-Zero course, not to be outdone by the shiny metallic textures than cover every structure in the background.


The Triforce cup offers retreads of Wario’s Gold Mine from Mario Kart Wii and yet another variant of Rainbow Road, this time from the SNES days. Wario’s Gold Mine was hardly ever one of the strongest showings in Mario Kart Wii, while Rainbow Road’s layout is incredibly simple, as is the case with nearly every SNES Mario Kart course. While it was interesting to see how vastly different the MK8 Rainbow Road was from its reimagined N64 counterpart, this course has now been overdone in MK8, despite how mesmerizing the sparkly colors and glossy texture of the track might be. Ice Ice Outpost, one of the Triforce Cup’s new courses, splits paths multiple times as players race up, around, and through an arctic facility. The real gem of this cup, however, is the Hyrule Circuit, a somewhat shorter course that zips through Hyrule Castle and its nearby town and field, replacing coins with Rupees and Piranha Plants with Deku Babas.

While the quality of the two cups may not be consistent, they do provide a nice variety of lengths in their courses and a different set of challenges in the layouts of each. At the end of the day, the standouts are really the new race tracks, and while I do imagine there will still be at least a couple of retro courses in the second DLC pack come Spring, I’m keeping my fingers crossed that Nintendo focuses their efforts primarily on providing more impressive new environments. Eight new tracks for less than $10 is a solid bargain on its own, but the fact that this pack includes the aforementioned characters and karts as well makes the whole package one sweet deal for anyone looking to extend their play experience with Mario Kart 8.

My rating: 8 (out of 10)*

*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)

Saturday, June 14, 2014

Wii U review: Mario Kart 8


Following up on the new underwater and flying elements introduced in the 3DS release of Mario Kart 7, the Wii U’s Mario Kart 8 adds a new kart transformation into gravity-defying hovercraft. Now racers can ride along walls and up steep inclines, while riding right up alongside a rival racer will grant a mutual speed boost, thanks to the horizontal position of the wheels. Each of the sixteen new tracks incorporates all four of these race styles quite evenly throughout, while reimaginings of tracks from Mario Karts of yesteryear tend to focus on implementing one or two of these newer features. The 3DS tracks see the least change, as that was the title that first properly introduced these kart transformations, but the DS Wario Stadium sees a brief wall-climbing section added to the familiar dune hops, and the simple act of widening the paths on tracks from Mario Kart 64 benefits the experience greatly.


New items include the Piranha Plant, which behaves in a vaguely similar fashion as the Chain Chomp previously did, though this potted monstrosity will provide a few gradual speed boosts as it nips at rival racers and reaches for coins that are just out of its user’s reach. The boomerang grants players three tosses, while a new horn item – despite being a rare pick of the bunch – ends the legacy of the blue shell being the end-all be-all solution of taking out the racer in first place. All in all, these new items fit well with the classic shells and banana peels, and the item blocks tend to respawn faster than in previous Mario Kart titles. Also sped up is the recovery time from falling off the track. This, combined with the less extreme ‘rubber band effect’ of the AI suddenly catching up to player-controlled racers at the front of the pack, makes for a more enjoyable experience overall. At the end of the day, it really is about racing skill and item management more than the CPUs getting lucky at the last possible second and stealing first place.

That’s not to say that the tracks are a cake walk (or Sunday drive, as is perhaps the more appropriate metaphor) – there are plenty of cool design features implemented, such as wavy walls in a Boo-infested mansion, and rolling stone wheels within a temple that takes more than a bit of inspiration from Indiana Jones. There are times that Mario and friends will be upside-down, and paying attention to how fast you’re headed around that next turn is crucial. Graphically, the game is a sight to behold, with lighting effects that cascade over metal track portions as convincingly as they do through snow-covered pine trees. The soundtrack, while still classic Mario Kart fanfare, takes a notably more jazzy approach this time around.


The aforementioned coins do nothing to benefit players in the midst of a race, but rather are the means for unlocking new vehicle option parts, including bike and kart frames, wheels of varying sizes, and colorful gliders for the flying portions. Earning gold in the three Grand Prix difficulty settings will reward players with new characters. Admittedly, a decent portion of the roster is represented by the Koopalings, and while they have been brought back into the limelight in recent Mario titles, including half of them in Mario Kart 8 would have sufficed. There are a couple of surprising additions to the roster, but for the most part, it’s the usual suspects – though there certainly isn’t any shortage of weight classes and racer styles to choose from.

This Wii U Mario Kart allows players to use literally any controller setup they so desire, from the Gamepad, to the Wiimote (with or without the nunchuck), to the Classic Controller and Pro Controller. It’s a pretty ingenious strategy Nintendo has adopted with the Wii U, and allows players the freedom to control this new Mario Kart in a fashion either more akin to the previous Wii title or even older Gamecube and N64 incarnations. The battle mode is, truth be told, rather weak when compared to just about any other version of Mario Kart. The fundamentals remain intact, but there are no battle mode-specific stages in Mario Kart 8. Instead, the game has you and your friends duking it out with CPU characters on the regular race tracks, and while the three balloon life system works just as well as before, the insanely large areas of these tracks robs the battle mode of much of its strategy and fun factor.


Despite this one significant misstep, Mario Kart 8 is an otherwise solid entry in the long-running series. It’s not groundbreaking by any means, and frankly, many of its successes are owed to the 3DS and Wii titles which preceded it. But it builds off the groundwork enough to feel the part of a worthwhile addition to the series. And it is a lot of fun, which is really what a good kart racer should be.

My rating: 8 (out of 10)

Saturday, August 10, 2013

Anime review: IGPX (season one)


One of the most fresh and interesting spins on the mecha anime genre from the 2000s is IGPX, a series that pits teams of three racers in giant bots travelling at mach speeds down a twisting, careening course. The mechs travel with graceful motions, alternating between a flat vehicular mode and an upright stance where their metal bodies seemingly skate down the track. While the primary focus of the race is to see one team cross the finish line before their competition, there are also fight segments that add an extra level of entertainment and danger to the competition, thus requiring teams be as fast as they are furious. Most important, though, is that teams be organized and strategic – an element that proves the largest focal points for this first season, as Team Satomi’s young up-and-comers are as ambitious as they can be reckless.

The three lead characters are Takeshi, Liz, and Amy, and they could not have more different personalities – a factor that often leads to them beating heads and occasional falters in their strategies on the raceway. Takeshi is the team’s lead who is in it to win it and wants nothing more than to prove himself against the likes of longtime hotshots such as rival Team Velshtein’s poster boy pilot Cunningham. While he generally carries a positive attitude, Takeshi can be blissfully unaware of the greater challenges he and his teammates need to overcome at times, which – coupled with Liz’s brash demeanor and short temper and Amy’s soft-spoken personality – leads to their first season being filled with many important learning experiences.

IGPX is a rare breed for its genre, as there is as much (if not more) time spent exploring the characters, the tech, and the culture of the series off the track as there is in the midst of the pulse-pounding raceway action. Each character gets ample time to develop, and the tendency the genre has to pull as ‘character of the week’ routine by featuring one character prominently for an episode and then sweeping them off to the side for the better part of the remainder of the season is avoided. Team Satomi’s crew proves as prominent as the racers, receiving nearly as much screen time. Even the rival team members are explored to a decent extent, offering viewers with case studies on what makes them tick to better set the stage and amp up the tense atmosphere of the races. Team Velshtein is well-known as the favored veterans, Team Skylark consists of three lethal beauties, and Team Sledge Mamma is notorious for their rough and tough tactics.

The artistic direction in IGPX is akin to that of Blue Submarine No. 6, albeit much more colorful. While everything is digitally animated, the character models are drawn in 2D while the mechs and the raceway and rendered in 3D models. However, due to a higher level of detail in the character designs and environments, better lighting/shading effects, and a light layer of cel-shaping over all the 3D assets, IGPX manages to pull off this look significantly better than Blue Submarine No. 6 – as it should, considering the two shows aired more than half a decade apart. Interesting camera angles increase the fun factor for this ‘F-Zero with robots’ creation, further aiding in the show’s noteworthy degree of visual immersion. The soundtrack is comprised of a surprising variety of tunes, many of which are in keeping with the unique brand of techno that has long graced the promo segments and returns from commercial breaks on Cartoon Network’s Toonami block. Some songs are funky in a Jet Set Radio fashion, others mellow with emphasis on piano to help cultivate a scene focused on Takeshi’s personal struggles outside of the cockpit. Of course, the most interesting listens are the fast-paced, mildly repetitive tunes that accompany the action on the track, be it Liz’s mech bashing into a rival racer’s, or Takeshi’s mech experiencing technical troubles due to suspected sabotage.

As mentioned above, IGPX’s first season is largely focused on Team Satomi learning to work together and overcome their individual weaknesses to better their strategies and relationships. This leads to a methodical somewhat predictable formula, as every time Takeshi gets himself into a pickle, it will take another episode for someone to talk some sense into him and for Takeshi to subsequently draw whatever lesson he needs to from that exchange. Nonetheless, the races are a blast to watch, and the series is a bold and successful journey into territory outside of the traditional (and stale) super-powered combat mecha formula.

My rating: 8.25 (out of 10)

Friday, July 13, 2012

Anime review: Redline


JP is a racer in the Yellowline circuit, but dreams of making it big in the Redline, where the vehicles drive at ludicrous speeds and there are no rules against harming the competition. Unfortunately, his history in dealing with the mafia and his partner Frisbee's constantly sabotaging JP's chances make that opportunity seem out of his reach. That is, until two racers who qualified for the Redline race drop out due to its being held on the hostile planet of Roboworld. JP seizes this window of opportunity and decks out his Trans-Am 2000 with an all new engine and extra turbo in hopes of beating the competition - most of whom drive much newer and seemingly more capable vehicles.

Redline comes from Mad House, and is a very visually pleasing film. The art style is heavily stylized, with character and environment designs appearing to hold some level of inspiration from American comic books. The ridiculous-yet-awesome race scenarios and vehicle designs, as well as the entire premise of Redline are something of a hybrid of Speed Racer and F-Zero. Each vehicle and driver takes to the track with a different tactic in mind, while the inhabitants of the alien worlds seem deeply invested in this dangerous sport. The soundtrack is super catchy and pretty kickin' throughout, even if there are only a handful of tunes, most of which are repeated at least once before the film's end.

The first half of Redline behaves similar to Star Wars: A New Hope in the sense that it balances the duties of focusing on the story while building this alien universe around it. There are a few vulgarities early on, and a couple nasty crashes, but by and large, it seems like an action-packed film for all ages. But when the second half rolls around, it takes on a much grittier and more adult tone. The film only runs a little over an hour and a half, and the shift to brief nudity, a handful of sexual references, and a few more swear words is both sudden and clunky.

Also with regards to the length of the film, Redline feels like it could spare to be much longer. JP's backstory is covered fairly well - we find out everything that we need to about his history racing and dealing with the mafia before the story's conclusion. But there is a lot of time spent covering the Roboworld government trying to stop the race from being held on their home planet. What should have been a mildly interesting subplot becomes the centerpiece for a large portion of the movie and draws away from the action. The fact that there are only two full-on race scenes in the entire film does not aid this.

Redline is a quick and easy watch. To be honest, it is a very visually entertaining experience. As far as the story is concerned, it does a decent job of staying self-contained. By the time the credits roll, all of the questions that need answering are, though there isn't any time spent on a wrap-up and the last few lines of dialogue are quite cliché. Redline is missing enough content to keep it at the level of "good", restraining it from getting anywhere near "great".

My rating: 7.25 (out of 10)

Wednesday, February 1, 2012

Top 5 Racing Games


#5 - Mario Kart DS: Let's face it, it's kind of hard to make a list like this without bringing up at least one of the Mario Kart games. However, I am only including one of the games from this series on this list due to how critical I tend to be in my approach to each entry in the series. Mario Kart games are great fun all around, but there are some that I don't care for as much as others. I got my start on Mario Kart 64 which, great game as it is, hasn't aged quite as well as some of the more recent releases. Mario Kart Double Dash should be recognized for exploring interesting new territory but, as a whole, I felt the Gamecube one was the weakest of the bunch.

The reason that Mario Kart DS ranks as my favorite in the series is because of the tracks available. Since none of the Mario Kart games have any real story to speak of, the tracks often serve as a make-or-break deal for me. There are some really creative aesthetics coupled with nice variation in the layout of the tracks, with Luigi's Mansion, Delfino Square, Waluigi Pinball, and Tick-Tock Clock being among the most noteworthy mentions. The retro tracks are a solid bunch too, with the likes of Frappe Snowland, Banshee Boardwalk, and Yoshi Circuit rounding out the package. Not to mention that the controls are very smooth - props to Nintendo for sticking to what we already know works and not messing up the controls by trying to implement much from the touch screen.


#4 - F-Zero X: Back in the day, I used to rent as many N64 games as I could from Blockbuster, and F-Zero X was among those. I didn't rent this one as frequently as Pokémon Snap, Ocarina of Time, or even Snowboard Kids, but it stood out to me, even at a young age, for a few key reasons. First off was the over-the-top futuristic racing scenario. As a kid, I simply thought it was a cool concept. Today, I realize how much of a different racing experience it provides, with the potential for sliding around turns, knocking other racers out of your path, or even the unfortunate plummet off the track into the abyss below. Second were the track designs and racer stats. Anyone's who's played this game knows how you have to be ready for whatever the next course is about to throw at you, and this can lead to a lot of trial-and-error approaches early on. The racers proved a solid progression system. You won't have access to anything spectacular to start with, but the default racers are well-balanced and give you a chance to get a good feel for the game before you take that next step up in difficulty.

F-Zero X is a very nontraditional Nintendo game in a lot of respects. It's not gushing with mature content, by any means, but the heavy metal and techno tunes coupled with the ripped t-shirt-clad menu girls implies this is a racing game for the teens on up (both were kind of edgy back in the day). It's a challenging game - there are times when the slightest of screw-ups can send you hurtling to your death, forcing you to restart the race (as I experienced more than a few times on the pipes of Big Blue) - but that's just the way I like it.


#3 - Diddy Kong Racing: This was an easy pick for me, and not just because it was the first video game I ever owned. Diddy Kong Racing is a kart racer, and a darn good one at that. It's not the same as Mario Kart, despite the fact that both games are host to a cast of characters from across various games. Diddy Kong Racing has something of a story to it. It's by no means the greatest storytelling you can find in a video game, but the way Wizpig and adventure mode acted as the core of the experience gave me a reason to want to complete the main game.

The major worlds are host to four tracks and one mini-game each. Each world has a different theme, and the tracks explore different styles in which said themes could be approached. For example, the Renaissance-themed Dragon Forest dishes out a haunted forest, plains riddled with windmills, a castle, and a medieval village. Some tracks proved vehicle-specific, or at least more friendly toward one vehicle over another. They are not frequent, but courses that force players to use the hovercraft or the jet end up as some of the best-designed of the bunch, and can certainly help in learning to master these alternative vehicles.

The items are another highlight. As opposed to Mario Kart's greater variety, Diddy Kong racing takes to a stacking method. By collecting a single red balloon, players can fire a missile. Or, they can choose to wait and grab another red balloon to upgrade to a homing missile. It presents an element of careful strategy not always explored in kart racers. And man, do those items come in mighty handy when you're taking on any of the game's five bosses (because they're all pretty challenging).


#2 - Midnight Club II: This is a game that breathes atmosphere through every nook and cranny of its three overworld cities. From Los Angeles to Paris to Tokyo, the game presents you with a superb variety of race variants. There's the tried-and-true races against multiple AI opponents, there's the series of scattered checkpoints, and there are instances where you have to outrun the police (you are street racing illegally, after all). There's even one mission where you are the unwitting accomplice in a plot to spread bombs through the Parisian catacombs.

What makes this game so memorable is not its selection of excellently rendered automobiles, which range from the classy and sporty to the suped-up and decked out. It's not the controls which are so fluid and perfect for the PS2. All of these certainly help the overall package to reach greater heights, but the soundtrack is the definitive reason to play this game. Whether you are punching the turbo to beat your opponent to the finish line at the last minute or simply free-roaming in cruise mode, the experimental techno and hip-hop tracks from Thomas Bangalter, Felix Da Housecat, patientzero, 8-Off Agallah (to name just a few) act as the soul of the experience.


#1 - Hydro Thunder: "Three!...Two!...One! GO, GO, GO!" If F-Zero was the hyper-futuristic equvialent to a car racing game, then Hydro Thunder is essentially the same to boat racing. I can't say that I've played many boat racing games - I don't think that there are that many around, and I don't imagine there are many noteworthy mentions among the bunch. But Hydro Thunder stands out to me for a lot of reasons. On the more simplistic side of things, the game is gorgeous to look at, regardless of whether you are playing it on the N64, Dreamcast, or Arcade. It's not that the graphics look incredible by today's standards - far from it. But the whole aesthetic appeal of surreal environments of each track combined with space-age boats immediately immerses you in the experience.

Breaking down the particulars, though, Hydro Thunder requires time and patience to master. While each course has its boost locations, figuring out the best time to use them can draw a fine line between first and last place. There's also the matter of shortcuts and jumps to improve your ranking. Despite its age, the game's controls are still surprisingly fluid, and offer an experience that does well to balance the realistic elements of boat racing with the ridiculous angle of strapping rockets to the back of your machine. The different layouts of each track keep you on your toes at all times while also providing enough space for you to maneuver in the water. All in all, the game has a very arcade-style feel about it, whether you're actually playing the arcade version or one of the console releases.

Sunday, August 8, 2010

XBLA review: Hydro Thunder Hurricane


For those who played Hydro Thunder as either an arcade racer or console game on the Dreamcast and N64, a second entry has been released exclusively for the Xbox Live Arcade. New developer Vector has taken over for Midway and added a bit of their own spin on things while maintaining the overall feel of the original title. Hydro Thunder Hurricane will run players 1200 Microsoft Points to download the full game.

The mechanics of Hurricane are largely the same as those of its predecessor. The default control scheme places the throttle at the right trigger and the boost at the 'A' button, though the controls can be changed to various configurations via the options menu. There are three boats for each class of difficulty, and with three classes of difficulty (novice, pro, and expert) players are granted use of nine total boats, each with its own positive and negative attributes. Certain boats are aimed at players who wish for a more balanced ride, while others put greater emphasis on speed or handling while sacrificing other aspects. The slide effect that the water has on the boats may take a little time for players to get used to and the ocassional big wave can toss boats quite a distance, but these become very minor annoyances once players get the hang of the game.

There are a total of eight tracks to choose from, each with obvious inspirations from the original game. Each track looks phenomenal with a perfect balance of stylized elements and realism - the lighting effects in particular outshine those in many full disc games (no pun intended). Scattered along the track are boost canisters which - as their name implies - grant players a limited amount of boost. The more of these players collect, the longer their boost will last. Players can also use the boost to jump to higher areas of the courses in order to find shortcuts or snag some of the hidden packages hidden on each course. Also found on most courses are switches which, when activated, open secret passageways or ramps to areas otherwise unreachable by a boost jump alone.

Hydro Thunder Hurricane has an incredible amount of replay value. Aside from the standard races, players can take part in gauntlet runs and ring challenges on each individual course. The gauntlet runs are largely the same as the standard race, but test players for individual time instead of placement as they navigate the course, avoiding explosive barrels along the way. The ring challenges also test players on time as they navigate their boat through rings that become smaller with each increased level of difficulty. Missing a ring will add an extra one to three seconds to the player's overall time ranking. Championship challenges stack a number of races, gauntlet runs, and ring challenges in a row and tally up the player's overall ranking (and respective point reward) at the conclusion of the combined races/challenges. Online play is included and players can go head to head with other racers to compete for the top three spots and a subsequent reward in points added to their overall score. Local/splitscreen matches pit four racers against CPU racers in a fairly straightforward multiplayer take on the traditional race mode.

As mentioned earlier, players are awarded points for winning gold, silver, and bronze trophies in the game's various events. Racking up a certain amount of points will unlock different races, challenges, though not in the most straightforward manner. In this way, the game attempts to force players to mix things up a bit by unlocking gauntlet and ring challenges in between each new track. Players can either play through these to earn more points or stick with the traditional races, using the different boats to earn more in rewards. Online play will also merit gamers a nearly limitless amount of point rewards, presuming players can finish in first, second, or third place.

Hydro Thunder Hurricane doesn't change much from the formula laid down years ago by the original Hydro Thunder, but that works almost entirely to the game's advantage. The gameplay is smooth and solid but still poses a decent challenge to players. A variety of play styles were kept in mind with the varying strengths and weaknesses of each boat. Players who wish to go the extra mile and complete each challenge with gold trophies in each event and find all hidden packages to unlock new paint jobs for each boat will find themselves with a tall (though not impossible) order to fill, while more casual gamers will find this title easy enough to jump into and enjoy. I was initially concerned that the price tag might be too steep for the game, but ultimately 1200 Microsoft Points is perfect for Hydro Thunder Hurricane.

My rating: 9 (out of 10)
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