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Recent reviews by Prof. Purble

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Showing 1-10 of 13 entries
2 people found this review helpful
3.4 hrs on record
Excellent game, does everything that a pirate game should do and executes it to perfection. The actual mechanics of past Assassin's Creed games is still present, but feels more secondary than ever here and it's a breath of fresh air considering how repetitive that was starting to feel throughout the series for me.

Unfortunately, I lost access to the PC version a long time ago due to Ubisoft terminating my account for no good reason, and because the Key that was associated with my Steam account was already used, and I couldn't just start a new Ubisoft account and reclaim the game back - My license had been completely forfeited by Ubisoft. I really wanted to be able to play this again, so I decided to get it on Switch. While I'd still very much prefer the PC version, unless I create a new Steam account or ironically do what this game quite literally endorses (yarr harr), The Switch port is all I can play now, and I might consider tracking it down for the Xbox 360.

With that said, here are my thoughts on the Switch port: Overall, I was pleasantly surprised to see just how much detail was crammed into these areas, and it's managing to pull this off at 1080p while in docked mode, and slightly drops when in denser packed areas to maintain a smooth 30fps across the board. There's not much difference here comparing it to the PC/Console versions besides the obvious frame cap and slight downgrade in visual fidelity, but with all things considered, it's been a great experience so far and with the added bonus of being able to play this on the go is just wonderful. Additionally, you don't need the Connect app, nor have to log in to any Ubisoft account to even play it.

Really bummed that I can no longer access the PC version, but it's still a great game and I'd strongly recommend you give it a go.
Posted 18 October, 2024. Last edited 23 October, 2024.
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12 people found this review helpful
1 person found this review funny
9.3 hrs on record
I’m gonna want to take a long shower by the time we’re done.
Sonic Lost World is a 2D-3D platformer, released for Nintendo’s 8th gen consoles. The PC release is a port of the Wii U version with minor changes to UI and removed Nintendo-specific features.

The game ran without issues on my Ryzen 5 3600, RTX 3060, 16GB RAM system, at 1080p@60fps in Fullscreen mode. Graphics options are limited to resolution and toggling depth-of-field, shadows and grass.

We have a mutual problem, one so large that it will take both of us to overcome it.
In a high-speed pursuit going after Dr. Eggman, Sonic and Tails discover a phenomenon, known as the “Lost Hex,” and decide to explore this mysterious world.

This leads to the discovery of the Deadly Six, who are under the mad genius’ control. After Sonic knocks the only thing keeping them in check, the Deadly Six rise to take control over Eggman’s robots and turn them against him!

With no choice but to form a temporary alliance, Eggman, Sonic and Tails must find a way to stop the Deadly Six before something terrible happens!

Generally speaking, the plot can be described as loosely connecting several events together, and while one moment can be quite powerful, the impact of it is undermined by the next scene.

The Deadly Six on their own suffer from lack of character depth, let alone development, due to the narratives' short length. Instead, they feel lazily written with not much thought given to them, beyond just being Eggman wannabes, and their eye-rolling attempts at humour further diminished my interest for them.

Not all is bad however, the cutscenes between Sonic, Tails and Eggman can be quite amusing to watch and the delivery of lines are pretty good. Alas, it holds little weight when the story barely holds itself together.

All in all, the story took around 7 hours to complete.

Presentation
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The levels themselves are made up of a tubular-like blocky design, and this becomes a repeated theme that quickly overstays its welcome throughout the game.

Acts are weirdly titled Zones… So as to reduce confusion, I'll just be referring to the different areas of the game as, well, areas… At least the simple colour palette lets things pop and stand out better, giving each new place its own identity.

The UI annoyingly only appears for a brief moment when called upon, making it difficult to track the amount of time you have left in a stage. This leads me to go against my better judgement of taking too long to explore an area.

The character models are a slight upgrade from Sonic Generations and generally look great; however, the same cannot be said for the majority of the Deadly Six, whose designs are completely forgettable, and arguably don’t look like they belong in the game.

Animation quality is also hit or miss - some scenes could have spent extra time ironing out some lazy posing, and most egregiously, getting rid of Tails’ eyelids being used as eyebrows...

Additionally, the pre-rendered cutscenes weren’t scaled up for 1080p displays, so enjoy jagged 720p muddy videos.

As for the soundtrack, It takes on a Disney-like whimsical vibe. However, nothing stuck out as memorable to me, and some music pieces were quite repetitive. A very safe soundtrack, hardly offensive but also forgettable.

Gameplay
Sonic in this game has a discrete “run” ability, where in past games, he runs by gradually picking up speed. When not in use, he will simply walk at a sluggish pace, with no momentum build-up at all, and makes running up and down slopes woefully unsatisfying. 2D sections are also made awkward by the movement - you can turn on a dime and keep all of your speed on the opposite heading, even when moving at full blast.

He does have access to the spin-dash, bringing him to his top speed from a standstill, as well as the Super Peel-Out - which, unfortunately, is nearly useless due to the level design and pacing.
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Sonic can also run up and alongside walls and keep himself glued to them with enough momentum. Jumping from wall to wall keeps his speed up, allowing him to cover more distance before letting go. More likely, this ability simply doesn’t work as desired, either by not registering input, or by enabling itself whenever the blue hedgehog approaches any small ledge while running.

The Homing Attack now works by locking onto multiple enemies and destroying them in one attack move, but not only does this ruin the pacing, it also plainly misbehaves. You're likely to miss or otherwise compromise yourself by trying to strike like this, which isn't helped by some enemies outright shrugging off the homing attack. Sonic also has a kick move for those situations... which is just as fiddly and inconsistent.

Just to pour salt on the wound, homing targets can be stacked to deal much increased damage onto a single enemy. And even THAT doesn't click half the time!

Wisps capsules can be found mid-stage. Once collected, Sonic can activate the power at his command. A large portion of the Wisps abilities feel very experimental at best - none were especially good to use, and a fair chunk were too unwieldy or weak to be effective.

Containers can be found throughout stages where Sonic can free the little animals inside and add them to his headcount of total rescued. The final stage of an area requires a certain amount in order to progress, which leads to backtracking a couple times if you didn’t meet the required amount. Destroying badniks also frees up the captive critters inside them, encouraging you to destroy as many as possible with the rubbish Homing Attack.

As for the bosses, once you figure out the attack patterns, they’re a snoozefest with how easily they can be defeated. The real boss fights are Sonic's own disorientating physics and the surrounding environment, more than anything. Late-game levels especially get rather infuriating with the new physics.
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Replayability
Ranks are unlocked in a separate Time Attack mode after beating the stage normally. The rank is rewarded based on how fast you completed the stage, ignoring all rings and obstacles in the process as these are not counted to your final score. You can compare your times with your friends or globally through an in-game leaderboard.

Up to five red rings can be found hidden throughout stages. Collecting every one in an area will unlock a chaos emerald. Getting all seven chaos emeralds will unlock Super Sonic and the ability to play as him in any stage.

Achievements are locked behind Omochao. Speaking to him grants you up to three challenges at a time to undertake. It seems weird to have achievements tied to doing arbitrary things like grabbing ledges or spin dashing a certain amount of times and yet, even though I probably fulfilled most achievements' descriptions, it didn’t count because Omochao hadn’t instructed me to do it yet. Along with completing the tasks, he gives you an item box you can utilise mid-stage, but rarely are these even worthwhile.

Final Verdict
Sonic Lost World isn’t just underwhelming. It’s a bad game. The narrative, the gameplay and even the presentation to an extent, need a serious overhaul. Honestly, not even worth looking at.
Posted 19 February, 2022. Last edited 16 December, 2023.
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12 people found this review helpful
2
27.2 hrs on record (25.4 hrs at review time)
We're the flarkin' Guardians of the Galaxy!
Guardians of the Galaxy is a single-player action-adventure title, with you taking the role of Peter Quill, aka Star-Lord as you embark on an adventure on a galactic scale!

The game runs decently on my Ryzen 5 3600, RTX 3060, 16GB RAM, 1080p@75fps in Exclusive Windowed Mode and on High settings with Ray-tracing, with only a few visual hiccups during cutscenes.

Presentation
One point against the story is that it expects you to have seen the first Guardians of the Galaxy film. In a vacuum, it becomes more difficult to understand the characters and what makes them tick, since this title doesn’t make as much effort to bring its audience up to speed.

Nonetheless, the writing in and of itself more than makes up for this blunder, as it is absolutely chock-full of hilarious dialogue exchanges. Beyond the excellent comedy tone, several sequences throughout the story managed to tug on my heartstrings.

And in terms of visuals, this title is nothing short of excellent! Even on lower-end settings, the game still pulls off an impressive visual spectacle to behold.

For the sound front, there is a fully orchestrated soundtrack present alongside licensed music from the 80’s, which plays throughout gameplay. Makes me want to bop my head to it, every time. The game’s original soundtrack consists mainly of a modern heavy rock track while the licensed music focuses more on pop and timely classics, akin to the Awesome Mixtapes from the films; however, an option to disable the additional licensed tunes is available if that is desired.

I am not being stubborn. I just refuse to change my mind.
This game is fully voice acted in multiple languages, and there is a dialogue exchange for almost every interaction you make. Many of the responses shared hilarious dialogue and gave me a good chuckle, keeping me engaged throughout the whole campaign.

Occasional dialogue options will appear for you to choose what Peter says to the team during their travels, which gives a nice dynamic feel to conversation, and more freedom to speak your opinion. With the correct dialog choices, some of which are timed, you can successfully convince several other characters to provide assistance later through the story.

Good speech. Blast him!
Combat entails the use of your trusty handguns to pepper foes with, and has you command your fellow companions to engage with various abilities. As you progress through the story, you can unlock additional moves to increase your offensive capabilities. The execution on combat alone is done exceptionally well, keeping the flow of gameplay up when engaging in and out of encounters.

During the heat of battle, you can execute a “Huddle” when it becomes available, suddenly bringing the team together for a quick-time speech event. If your allies are getting trashed by the enemy, this can tip the scales in your favour. However, if you don’t deliver the correct response, only Peter Quill gets an attack bonus, instead of the whole team.

Enemies come in many different flavours, with each bearing unique designs based on the location. Some require different strategies or using quick-time button events to dish out extra damage. The environment can also be used in your favour as your teammates can be commanded to activate or use certain obstacles: you can order Drax to hurl a nearby barrel at his nearest enemy, or have Groot turn the ground into a spike trap and launch your enemies helplessly into the air.

You gain experience by engaging in combat, putting good use to both Peter Quill and his friends’ abilities. All throughout, your performance is measured as a combo title, all the way up to “Marvellous”. Levelling up provides you with ability points, to further bolster your buddies’ skills. Additionally, if a crafting bench is nearby, Rocket can create further enhancements for Peter through the use of materials, which can be found sprinkled randomly in various quantities in each level.
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Checkpoints are quite abundant, and there are no limited lives to worry about. As you progress through the campaign, the waves of enemy forces get significantly stronger, leaving an experience that actually overwhelmed me at first and tempted me to lower the difficulty, despite the penalties of dying being quite low.

I’m pretty sure 'exploring' is code. It means he went the wrong way, but is too stubborn to admit it.
Occasionally confusing level design makes getting lost a possibility and no less frustrating to deal with. A walkthrough may be necessary for a couple of occasions, as I’m sometimes left scratching my head on how to proceed. Thankfully, these moments were kept to a minimum.

Peter Quill has a terrain scanner in his possession that he can use to scan for any nearby hints or secrets which may be of use to the Team. It is highly encouraged to use it often, not only to have a clear path on how to progress, but also to look for hidden goodies.
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Accessibility
Included in the menu, a photo mode can do all kinds of useful things, such as making the character face the camera, adjusting field of view and position, orbit around or focus in on a particular character, apply filters, or even change poses and facial expressions. It is also possible to enter photo mode during cutscenes, however your options are more limited compared to regular gameplay. This is a really high quality photo mode, in all honesty!

One can change the difficulty settings at any point throughout the game, down to individual aspects relating to combat. While this has been done before, it’s nonetheless commendable as it allows players to tailor the experience to their own skill and preference.

There is an accessibility option that can auto-win some quick-time events, eliminating the need for timed button inputs during perilous situations. This has no effect on dialogue choices.

Longevity
Further replayability comes in the form of many collectables lay strewn about within the expansive maps you can explore, either as cosmetics, or items that can offer more dialogue exchange between your friends - sometimes containing more lore that not even the films had touched upon yet.
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New Game+ exists once the game has been beaten, overwriting your existing save file and carries all of your abilities, cosmetics and collectables over to the new file. Enemies don’t appear any stronger from my experience, though.

All in all, the campaign took around 23 hours to beat at a casual pace. It would have been nice to see a multiplayer option or some other mode to keep more replay value, other than New Game+, but regardless, this was a fun ride to be on and one I'm glad I didn't miss!

Final Verdict
Filled with captivating gameplay, visuals, well acted dialogue and an impressively written narrative, Guardians of the Galaxy demonstrates a level of quality that surpassed all expectations.
Posted 9 February, 2022. Last edited 16 December, 2023.
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4 people found this review helpful
54.4 hrs on record (16.9 hrs at review time)
Sony Vegas Pro 14 is the video editing software I always prefer over anything else due to its high versatile use with its built in tools, effects and pretty much has everything you'd otherwise want. Performance wise, its done better than any other software I've come across and has been the most stable so far. Besides the ugly grey look with no dark theme alternative, I've had no complaint with it.

A bit sad to see it no longer on sale now, rest in ripperoni.
Posted 20 June, 2021. Last edited 10 February, 2022.
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117 people found this review helpful
2
0.0 hrs on record
All songs included are in .FLAC and .MP3 format. Also includes Instrumental variations without lyrics.

Purchased to support the Developer with their debut title. Reasonably priced and will continue to become increasingly better value as more songs get added in the future. The only songs that are not here are the Remixes which was negotiated that they will not be held for sale, but rather held on their respective SoundCloud/YouTube channels for free.

If you can wait, the songs will be free on Spotify once all 5 episodes of the game release. In the meantime, this is more or less an early season pass to gain access to them all as they come out with each major update and it helps support the developers as well.

The genre has that hint of old 90's classical rock pop theme going for it. Really awesome stuff and I look forward to seeing what else comes in the future!

Everything is completely original!
Posted 9 May, 2021. Last edited 19 November, 2021.
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28 people found this review helpful
3.8 hrs on record (1.0 hrs at review time)
Nobody gets it the first time. You’re gonna be better.
Fresh from the Freeware wagon comes UNBEATABLE [white label], a rhythm game developed and published by indie developer, D-CELL GAMES. It’s also their first debut title they ever released on Steam after a successful campaign on kickstarter.

Introduction
Upon booting the game up for the first time, you get the chance to walk around and get yourself accustomed to moving about the world as the protagonist, Beat. This was a promising start of an introduction. It gave me some thoughts that maybe you traverse in an open world and get to talk to different folk to engage with different songs, but alas, this is temporary.

As soon as you finish the tutorial, you’re taken to the main menu screen and given some options to pick some songs to play. Choosing some of these songs activates a short cut-scene that takes you into telling more about Beat and her history. This is the full extent of the story so far and honestly, it’s enough to want you to learn more about her. She seems like an endearing character that I would love to get to know more of and I hope more gets added with potential future updates.

Triggering all cutscenes from the songs will unlock an extra area to run around in. As of yet, it's not clear what this area is meant to be for.

Keep in mind, It's more or less in a demo-like state for the most part as of currently. Future updates will add more songs and story content. For now, the dev recommends you reset the story via the menu if you want to re-watch all the cut-scenes again but you'll keep your songs high scores.

Gameplay
The game does a pretty good job of teaching you the basics and it's tutorial level does it pretty well in warming you up for the later difficulties. As for the notes, you have your usual taps, hold downs and then let go at the end, as well as dodging obstacles and spamming some large idle enemies to rack up them points. Some notes require a bit more timing involved but otherwise, you’re just hitting 4 keys in time with the song's rhythm. Failure from missing too many times prompts you to start over or try your hand at a different song.

The Keys can also be rebind through choosing a different control scheme method, but no way to set custom binds as of yet [It's coming in a future update]. The game does support Gamepad which might be the preferred method of playstyle for some.

I find the timing of notes in harder difficulties to be almost too unfair with their timing. The moment you switch sides, you have to of been already holding down the key to strike the note with little breathing room at all. They have been improving the timings though in patches, so that's neat.

Navigating the main menu and song selection is for some reason mapped to using the W,S,A,D keys which makes for getting around a bit of a tedious chore. No idea why you can not just use the arrow keys. F key is used for selecting/confirming things. Again, why? Would prefer to use the Enter key for that. There is no way to remap the keybinds for this as of yet which I hope will be remedied in future updates.. For now, they have updated the menu UI for easier navigation.

Currently, there seems to be no leader boards implemented. Might come at a later update.

FX Visuals
Normally, I’d be one to opt out of having such filters plastered on, though with what this game is aiming for, I personally like it! It really sells the presentation and it’s done really well to where the VHS and old school look really adds a lot! Of course, you can turn it off if you really wanted to, but it would mean you’d lose the atmosphere and tone this world is aiming for. At least, give it a chance.

Onto where the FX filters kind of doesn't work. The note UI grid of which you’re meant to have a clear visual point of view to know when to time the notes can be really obscured by the visual filters, and it gets even harder to keep track of as the difficulties increase while not being too distracted. Having the grid pop out more separated from the background and visuals more is in dire need, or just turn the filters off if it gets too bothersome for you.

A lot of the notes design come off as same-ish in terms of variety. This can make for identifying when to hit certain notes more difficult to adjust with eye coordination, but thankfully no same type of note has the same colour, so you can identify the different types pretty easily. Like the UI sheet however with the visuals, they can get a little obscured by the screen FX filters and the constant switching from left to right side might be a bit too jarring for some to adjust to with hitting the notes on time (especially on harder difficulties with the current timings implemented). Eventually you will get used to it, but hopefully future updates will give this a bit more polish.

Final Verdict
While not perfect, it’s cool enough that I can comfortably give this a Recommended rating. As it's also free, it's worth looking at if you got the spare time on your hands.
Posted 8 May, 2021. Last edited 10 December, 2022.
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2 people found this review helpful
0.2 hrs on record (0.2 hrs at review time)
Introduction
This is a Prototype of a game SEGA had cancelled. The developers were given 2 weeks to create a 3D side scroller mock-up of Golden Axe. Given the current technology at the time, this is the end result.

Gameplay
For a simple Prototype, it's remarkably fun to play. You can perform different attack animations with different button combinations, although not incredibly fleshed out. Walking around the map obviously is quite rough and lining up your attack with the enemy can be a little tricky. The 3D complements the combat quite nicely, allowing you to attack in more directions!

Performance
The store amusingly stated you needed a GTX 2080, lol. Suffice to say, there was absolutely no problems running this on my Ryzen 5 3600, GTX 1060 6GB, 16GB Ram at 1080p, 75fps. No Stutters or frame drops whatsoever and I'm willing to bet this could run on much older hardware with little performance loss.

Final Verdict
SEGA, you done goofed up. It's sad to see this never got green lit. No credits were even given to the original developers, and the original title was edited to say Axed as if it's some kind of joke, rubbing extra salt in the wound and a practice I hope to never see again from SEGA.

This was really fun to play and I encourage fans of the Golden Axe franchise to give this a go. Despite it no longer showing on the Steam Store, you can still download it via SteamDB for absolutely free.
Posted 18 October, 2020. Last edited 19 April, 2024.
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7 people found this review helpful
12.5 hrs on record
Do the math: you can’t beat us!
Team Sonic Racing is a kart racing game with its main draw being all about Teamwork.

The game has no issues running on my current system: Ryzen 5 3600, RTX 3060, 16GB RAM @1080p, 75fps at Max Settings. Runs best in borderless windowed mode - allowing for unlocked frame rates. There are minor graphical hitches in certain scenarios.

There is full keyboard and controller (Xinput only) rebinding support.

Campaign
To kick things off, Sonic and his friends are challenged to a race by a mysterious Tanuki called Dodon Pa, to see who can be the best of the best in his racing event. Sonic is all down for it, but the rest of the gang are skeptical to various degrees.

Things don’t really go anywhere until near late game, but the outcome is highly underwhelming. It also doesn't help with the fact all the cutscenes are static portraits of the characters, with awkward pauses between dialogue exchanges.

Everyone sounds incredible and the performance of lines definitely made me chuckle in places, except for Rogue and Silver, whose lines seem either too forced or come off as wannabes.

Dodon Pa unfortunately becomes another obscure character that joins the pile of long forgotten characters in the Sonic universe, and it’s really unfortunate how poorly written he was. There isn’t that much going for him, and the lore of his character was only touched upon once near the end of the story.

During the campaign, there are other modes besides racing, such as Traffic Attack, Elimination and Ring Race, all offering different and unique challenges as you work your way through the 10-12 hours worth of playtime it takes to beat the campaign.

Hey, buddies, I need a boost!
You are thrown into a Team of three characters, whom you rely upon to get each other to the finish line before the other teams do - fairly straightforward. If you find yourself left behind, you're expected to rely on the new "slipstream" mechanic. Driving within the slipstream trail builds up momentum and charges up a slingshot maneuver, allowing you to overtake the driver in front. Skimming past other Team players who have been knocked out grants a sudden boost in speed, bringing them back into the action with quicker recovery.

The ultimate meter is filled up via Team Actions, this includes Slingshots, Skimboosting, trading and more.
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There is almost no sense of speed. Motion feels incredibly sluggish with minimal post-processing effects to really sell on believability. The only time it feels like you’re actually going fast is during Ultimate mode.

Don’t move, I’m gonna slingshot!
Characters talk during races, exchanging dialogue on what your teams are up to and at times have humorous lines. This can be turned off if not desired, as well as disabling Dodon Pa who will casually remind you about performing certain actions every so often.

Weapons take the form of Wisps, utilising their different characteristics either as assists for yourself or weapons to use against your opponent. What type of wisp you get will largely depend on your position in the race, and some wisps can only be obtained by gifting and receiving offers from your team mates.

The cooldown time for being hit by a weapon feels unnecessarily harsh: you’re immobilized for a considerable amount of time before you can start moving again. Attacking opponents is very unpredictable and not at all satisfying. Explosions generally look weak, and your team can also disable your traps if driven over - why not have them phase through instead? The hitboxes feel off too - activating a wisp with your opponent sliding right up against your vehicle can be enough to hit them.

Characters are divided up by class, either as Speed, Technique, or Power:
The most useful of them seem to be Technique, as they can traverse any terrain without slowing down and have the best acceleration and handling. Speed characters have situational speed boosts after landing, while Power types can open up shortcuts for themselves, and others, with no loss of speed.

There is no regard for weight of the characters themselves affecting performance. Collecting rings seems to affect your Top Speed. If you get hit or land badly after a jump, you lose all of your rings instantly, thus putting you at a major disadvantage.

The character roster and team compositions are dubious. Some trios are made up of unlikely, if not counterintuitive members. Surely there would've been a better choice for a group of cheerful ladies than a hulk of a crocodile.
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I can feel those Gs! Thanks!
Difficulty selection impacts AI proficiency with weapons, but most egregiously makes them more prone to rubberbanding. Upgrades can alleviate this, but it’s really obvious how far they go out of their way to cheat through the event, even at the very end to really rub it in your face how you didn’t save the Ultimate Boost for last. Be prepared to reattempt races on higher difficulties repeatedly, until you can manage your resources enough to out-cheat the opponents.

Standard Mode exists to let you race without being on a Team, but you will not have access to Team actions such as Slipstream. This is possible in both singleplayer and multiplayer.

Mod Pods are pretty much the only viable means of gaining upgrades, which is a glorified loot box mechanic in disguise. Furthermore, it seems you’re given the majority of stuff based on the character you play the most as and half the upgrades are duplicates of the same model, with an extra coat of gold you can’t get rid of. There’s also sometimes a chance you’ll get a random power-up instead, which can be equipped to offer some random perk during the event; rarely are these even worthwhile.
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Cars feel incredibly lackluster in design, with Amy’s ride looking like a bar of soap. A consistent color scheme is the least I can say is alright with these vehicles. You can change the colors and materials of different parts of the vehicles, unless you’re using the golden upgrades which aren’t customisable... Various vinyles can be unlocked to give the car a different sort of pattern from its usual default, and there are also different novelty horns to unlock.

I’m lagging here! Need help!
Local Multiplayer can be played in split screen going up to 4 players. Each player has a chance to evaluate their car parts, as well as deciding what character to play as and whose team they wish to be in.

Online multiplayer entails allowing you to join matchmaking events, creating custom lobbies or joining a friend's existing lobby. Matchmaking lets you decide to play Ranked or Casual, or simply pick Quick Play for a random quick match join in. Unfortunately, you will be waiting quite a long time until someone shows up due to low player traffic. You’d be lucky enough to find anyone online these days.

Final Verdict
A kart racer with an emphasis on teamwork, let down by a forgettable story, underwhelming gameplay and little shame in its Token slot machine. Online multiplayer is usable, but has seen better days.
Posted 17 February, 2020. Last edited 16 December, 2023.
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43 people found this review helpful
2 people found this review funny
31.9 hrs on record (17.2 hrs at review time)
Certainly recommend it if you do not mind sparing some resources to play around with this. Supports both 32 and 64bit and gives you the freedom to choose which to Launch from. You may also decide what fps wallpapers will run at.

The workshop is this apps gold mine where users upload scenes, videos, web pages or on a rare occasion, a fully interactable game! These wallpapers may include settings the downloader may use to alter the wallpaper to their personal preference however, not all are like this.

There are wallpapers of just about anything you can think of. The only thing not allowed to be uploaded are the obvious things that would otherwise violate Steams ToS agreement, other than that, pretty much anything can be found here! You can set categories for different genres and find what best interest you, or perhaps you yourself have an interesting wallpaper idea you'd fancy sharing! Imagination has almost no limit here!
Posted 14 December, 2019. Last edited 16 June, 2021.
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1 person found this review helpful
534.3 hrs on record (209.9 hrs at review time)
Blender is an excellent starting platform to those looking to get into the 3D modelling scene. It houses tools for everything you'll need including: sculpting, texture editing, shading materials, keyframing animation and a buttload of modification tools for non-destructive modelling.

A good place to start if you're looking to get into 3D modelling as a hobby. Plus, it's free!
Posted 29 July, 2019. Last edited 19 November, 2021.
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Showing 1-10 of 13 entries