The
problem with games as an art form, is it takes more that just a great
idea to make a great game. A film can simply be a sequence of shots
illustrating a point, a book can be just a series of prose (ever tried
reading James Joyce’s Ulysses?), but a game has to have an entire world
created around something as simple as an idea.
This is
the problem Real World Racing faces. I absolutely love the idea of
taking satellite images and turning them into maps, making them
interactive in an almost Augmented Reality fashion. And the concept is
well implemented. The 3D objects such as trees and buildings really do
stand out to make a vivid environment. Unfortunately, you’ll hardly
notice you’re racing on a photograph at all. The reason for this is the
screen gets incredibly busy while you race: Up to 15 other cars, HUDS,
real world hustle & bustle, street signs, directional prompts,
driving assists. You can turn some of the latter off, but then
distinguishing what’s track and what’s not becomes very difficult
indeed.
The
driving itself feels a tad clunky and heavy handed. Not so much that
you can’t play the game, but it does hamper the drifting mechanics,
making the game unnecessarily difficult to play at times. The cars are
all so similar and lack detail that it’s impossible to distinguish
between them at times. Couple this with sluggish driving and a turn up
ahead, and you can see why the game feels unfairly hard at times. With
the drift & slipstream features, and the dynamics of the courses,
often specs of individual cars feel quite moot, resulting in
acceleration playing the most dominant role.
The career
mode has you racing across the world in actual locations, around famous
cities and landmarks. By passing a course in the Career Mode, you
unlock it for future use in Arcade Mode. However, racing these tracks
multiple times can very quickly become monotonous. One of the problems
with racing on real roads, is some of the maps can be a tad mundane.
The Romans would build dead-straight roads because that is the quickest
way between two points. They didn’t build them as figure eights because
they were fun for racing chariots. Despite this, additional details put
into the levels such as crowds, blimps and traffic; and certain
road-textures providing rumble-feedback on controllers is attention to
detail that has to be commended. Real World Racing is, again, a
fantastic concept. However the execution feels more like a game
designed for a tablet than the PC. The gameplay simply feels too
shallow to merit a solid hour or so of playthrough. It would work much
better if you could have a quick 15 minute blast on the bus etc. For me,
this is not necessarily the fault of the developer. It’s an idea that
works better in theory than in practice.
Real World Racing System Requirements
Developer: Playstos
Publisher: Playstos
Genre: Racing
Minimum Requirements
OS: Windows Xp / 7 / 8
CPU: Dual core processor
RAM: 1 GB
Graphics:Shader Model 3.0 compliant
AMD X1300, nVidia 6XXX series, Intel HD Graphics (Core Series)
Storage: 500 MB Free Drive Space
DirectX 9
Developer: Playstos
Publisher: Playstos
Genre: Racing
Minimum Requirements
OS: Windows Xp / 7 / 8
CPU: Dual core processor
RAM: 1 GB
Graphics:Shader Model 3.0 compliant
AMD X1300, nVidia 6XXX series, Intel HD Graphics (Core Series)
Storage: 500 MB Free Drive Space
DirectX 9
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