My first experience with combat racing games was Streets of SimCity. The racing wasn't good, but that didn't matter when you could bolt a missile launcher to a car and drive around a city exploding buildings and delivering packages. I still remember the campaign where Granny happens to foil a big conspiracy by gunning down all the mysterious dark sedans following her. So I never got too interested in pure racing, but this game hits the very specific sweet spot of driving fast, boosting around turns and catching up with opponents so I can nail them with a rail gun. I love how roadkill and smashing stuff refills the boost (along with classic racing refills like powersliding and getting air) and your car starts looking like you went through a crash derby. There's beauty in how the actual crash derby events can reduce your car down to its naked metal frame. Yet for everything great here, there are times when this game (accidentally, I'm sure) sets up expectations and fails to meet them. For example, despite the races granting bonus points for driving through barricades and reverse kills, there are awesome things you can do which don't award points, like hitting a jump with just one wheel so your car spirals through the air. Back to the positives, I noticed the semi-realistic machines here feel nicely heavy yet smooth to maneuver, and the traction of different surfaces and weather conditions makes a big impact on their handling. The guns don't feel overpowered, take some skill to master and come in a wide variety. Bots on medium difficulty provide a solid challenge, while the higher difficulties get extremely tough and there are achievements which will challenge the best drivers. When you create a profile and start a campaign, your first race throws you into a super car (showing what races will be like someday) without a tutorial and expects you to pick up the basic techniques along the way. Thankfully any race can be restarted from the pause menu whenever you want at no cost, so long as you have the IRL time to try until you win. I could have used a training course, which those first sponsors could have provided, but hopefully this isn't your first racing game. I was pretty excited to get neat storytelling from my first race; the cops pull you into the racing life by arresting you on reckless driving, then offer a deal where you'll drive their super cop car with missile launchers in a local battle race. In other words, as a racing newbie, you'll make their super car look great if you win because clearly the car made you great. By rising up the racing ranks, you get revenge by showing you were great all along. Unfortunately, any sense of a story ends after the first race. You get congratulated for winning tournaments and you have to imagine everything else. They never explain how drivers seem to be unkillable, or perhaps have unlimited clones. This kind of game doesn't really need a story, but I've played some with great stories and maybe I was disappointed because the cop start and several of the other sponsors implied good worldbuilding ideas. In Campaign mode, you'll get to choose between three or more available events, each with a few bonus objectives. The Power Races get rid of weapons (though cars can still be destroyed with landmines and crashes) and the payouts are smaller. Bigger payouts come with the Battle and Knockout Races where you bring in your currently selected weapon (which can't be fired until partway through the first lap) and in either you can win early by destroying other cars. Knockout Races have more laps since the race gets shorter by a lap every time a car is destroyed early. To progress and unlock upgrades and cars, you have to win events in the top three, which sounds reasonable until you have to unlock those upgrades again, and again ... and there's these complex restrictions on when things can unlock, with some cars unable to use certain upgrades. You select weapons by buying them, or you can go back to a weapon already purchased. Some weapons fire forwards (the machine guns have a bit of auto-aim while the missiles and grenades require precision and luck) and others have the option to fire backwards too, at the cost of some power. Ammo is provided in the races and functions as a shared pool if you have multiple weapons, meaning that stronger weapons use more of the ammo. Once you've won a few events, one of the sponsors will offer bonus pay if you wear their sticker in future races. The percent bonus grows with continued success, or you can get a boost by switching to another sponsor. Extra money is nice, but my favorite part was how they hold special team battles with disposable cars. I always looked forward to these events. If you don't have time for a campaign race, the main menu offers Quick Races. These allow you to try all the event types, from Classic Races that don't have any powerups to the variety of Flag events where you have to destroy opponents in arenas while carrying a flag to gain points. Quick Races are also the perfect place to test out newly unlocked weapons before deciding whether to buy them, because some are kind of tricky to use. I'm not sure why they let you pick your car for the Quick Race though. Each is progressively better and you really need the better cars with higher armor and ammo capacity if you want to do well in the battle events at higher difficulties. Last but not least, the Multiplayer works like Quick Races but with the option to hold tournaments, which are basically a series of events with an overall winner. You can either host your own server (which can be private with a password, and allows you to get all the multiplayer achievements with bots alone) or join someone else's, and I did see a few showing up but lacking players. My biggest complaint for this game was how many of the invisible walls around the racetracks are way too close to the normal driving areas or even prevent cars from jumping from one lane to another. Some fences can be smashed through, including solid-looking stone walls, while others that look like simple stick barricades are weirdly unbreakable. All of this is doubly strange since they don't need to keep you on the track; the game teleports you back if you go too far. Also, it might be a good idea to skip the Frenzy DLC or not activate it at first; the destruction derby is great, but the stun mine and invisibility are some of the worst to deal with in the campaign. The Zombie DLC is a bit light but those zombie modes are tough and good for some random carnage. Despite some issues, this is a really fun game. Races are great even without powerups and excellent when the guns get involved. The chaos of a battle arena event takes some getting used to but provides a wide variety of challenges and playing fields. Everyone from pure racing drivers to demolition derby fanatics can enjoy the many events, and at their preferred difficulty. Just don't expect a story.
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