Graphically the game is capable, but not that impressive. Both the PS3 and PSP versions of the game had online multiplayer, and with the Vita’s marketed WiFi and 3G functionality, I can not think of a reasonable excuse for excluding it from this game. Speaking of functionality over the internet…this game suffers from one glaring omission: online multiplayer. The game has a download center where users can upload all kinds of creations, so you are sure to find something to spice your game up that much more. The touch controls really shine while creating tracks, as you can use the rear touch pad to specify raises in the terrain, and the front touch screen to drag, drop, rotate, and re-size items specifically. You can tweak and change ever little details. I was truly amazed by the level of detail you have when creating your Mod, your Car, and even tracks. One of the game’s strongest features, of course, is the level of customization. It makes the end of races extremely intense, but only because you’re worried about getting ripped off by an NPC. If you are on a straight-away, it seems like they always find a way to rocket ahead of you at the last second. If you are in first and continue to use boosts, and race perfectly the entire time, the AI will still be just about right behind you always. This is when the computer racers never really fall too far behind. Drafting does the same as well, but brings up one of the games biggest problems: rubber-band AI. Furthermore, the right analog stick is used well as you can side swipe any contestant, stalling them and providing a nice boost to your meter.ĭrifting is effective for sharp corners, and if you can sustain it for a long period of time then you can really increase your meter quickly. This is a really nice feature that adds a lot of strategy to the game. Additionally, you can expend powers and convert them directly into meter energy, instead of wasting powers you don’t want. Each of these drain your meter, so you have to strategically conserve and use your energy throughout the race. You can use your meter to not only utilize a powerful boost, but also to put up your shield to deflect attacks. Your meter accumulates over time as you drift, draft, and knockout opponents. This makes the game frustrating and often a lot less fun.Īll of that aside the game controls well for the most part, and has tons of features even when racing on a normal track. To my first point, it is perfectly fine to have living tracks with lots of interaction from objects other than your opponents, but often times in ModNation it seems like the focus is not on the racing at all. This presents two problems: 1) it makes the game frustrating because things get too crowded and ridiculous, making it less about racing and more about the random events and 2) The game does tend to slowdown a bit when lots of stuff is onscreen. However, this also brings up one of the main issues as well: there is often too much going on. All of these power-ups combined with the frantic racing and intense set-pieces on each track make for some truly exciting races. These range from rockets, to mines, to boosts, and even to the ability to turn into a giant snowball and roll over your opponents. On the track there are tons of different power-ups, each of which have three levels. These add a nice bit of added goal and variety to each individual track, instead of just trying to get first every time. This theme carries on throughout the game as the key feature: unlocking and utilizing content.Įach race will have different challenges to complete, for example: run over 5 boosts throughout the race, or knockout 3 opponents during the race, etc. If you complete certain challenges within races, you can unlock tracks in the “Bonus” circuit for added content. The game is comprised of five different circuits, each containing its own set of tracks. The game utilizes all of the Vita’s new functions to great effect, while still maintaining the core of the experience. The original ModNation Racers hit the PS3 and PSP back in 2010, and now we have a brand new entry in the series for the launch of the Vita. ModNation is a competent and entertaining kart racer and excels in all these counts for the most part, but still suffers from some unfortunate setbacks. This time I am not referring to a Ridge Racer game, no this time I am referring to ModNation Racers: Road Trip! In order for a handheld kart racing game to be successful it has to possess the following features: accessible gameplay, fun in short bursts, and lots of stuff to keep you busy when you need it to. A solid racing title is one of the must-haves at any console launch, whether it be handheld or at home.
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