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Make Way PC review | Steam

31/12/2023

 
A loop-de-loop on Make Way

There's something about arcade-style racing which makes it approachable for everyone. Even if you haven't played a game before, it tends to be easy to grasp that a car goes forwards and backwards, and turns from side-to-side, with just a few button presses. With effortless simplicity, Make Way is already sitting on the start line, raring to go.
James Michael Parry
by James Michael Parry

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​@james_parry

Make Way key art logo
Developer: Ice BEAM Ltd.
Publisher: Secret Mode
Platforms: PC, PS4*, PS5*
Players: 1-4

(*Release date TBC)

For those who have been playing games for a few years, perhaps as far back as the PlayStation 1 era, might remember a little game series from Codemasters called Micro Machines, based on the 90s toy franchise.

The games saw you take control of tiny toy cars on tracks which covered all sorts of locations, from gardens, playrooms to - particularly memorably - a breakfast table.

While the DNA and chaotic vibe are very much present from those titles, Make Way brings us something new by having you build the track before you play it - making you at least partially responsible for your fate.

There are themes to the different racing locations, which give you a sense of the sorts of track pieces, hazards and other features you're likely to come up against, but at the start of each race, you're offered a selection of track pieces to place before getting going.

True to form, the placing of the track is straightforward to, snapping to the end of the previous section, with an option to rotate if needed. While there's no time limit at first, once the other players have made their choices, you'll only have a few seconds to get yours down - so pay attention!

It's not just track pieces you get to place either. Depending on the mode, you might have the aforementioned hazards to play around with too.
Track building on Make Way
This first phase plays out a little like Ultimate Chicken Horse, a mad dash to make your mark on the course before someone else adds a corkscrew to an already windy section, or throws in a speed boost just as you're putting down a bollard, doubling the jeopardy once you all get on the track.

The final piece of the puzzle comes during the races themselves, as you're given all manner of weapons to cause even more grief for your fellow players. Whether it's more traditional weapons like chain guns, shotguns or mortars, or more surreal powerups like sticky gunge cannons, boosts or electromagnets, there's more than enough to mix things up. 
A train crossing hazard in Make Way
Of course, if this all feels like a bit much, never fear - multiple modes give the option of different levels of mayhem, depending on your mood.

A straightforward "Race" takes it back to basics, sticking to placing track pieces and then trying to outwit your opponents with skill alone. Contrast this with the aptly named "Chaos" mode, which not only throws in weapons and hazards everywhere, but also removes walls which help keep you on the track.
If you take a step back and look at the bizarre gauntlet you've created, it's a surprise how quickly it grows into a twisting, turning nightmare...
The madness is all fun and games though, as the balance of gameplay, and the fact that you can respawn at each checkpoint, mid-race, keeps the down time to a minimum.

After even just a few track pieces have been placed, if you take a step back and look at the bizarre gauntlet you've created, it's a surprise how quickly it grows into a twisting, turning nightmare.
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While this game is an indie title, largely put together by one extremely talented developer, in this case that's no caveat for quality.

Performance is strong, the visuals have a crisp charm, and the music sets the tone perfectly for the borderline insanity to come.

Even though there is a lot going on, the simplicity of the controls and the gameplay as a whole mean you can get up to speed quickly, and gradually get more comfortable with when to race and when to use a weapon, where to place a hazard or when to actually slow down to avoid them.

With crossplay possible and offline and custom options for 1-4 players, there's plenty of replayability here already. Add to that the almost endless combinations of different track pieces - more of which are unlocked as you progress through levels after each race - and you've got a fun, energetic party game for the whole family on your hands.
As we cross the finish line of the year, we look ahead optimistically to a release date announcement for the PS4 and PS5 versions, which are sure to be a huge boost to the player base, given the experience is very much built with a controller in mind.

In the meantime, you may struggle to get a full game online, but it's an experience that's best shared with friends you can shout at anyway.

Make Way is another fantastic example of a simple idea executed well, and then iterated on to cram in more and more ideas, so it feels full to bursting with opportunities for fun and games.

So, gather your friends and start your engines, the checkered flag awaits.

Pros
  • Quick to pick up, hard to master
  • Endless replayability
  • Fun and chaotic in the best way
Cons
  • Can be difficult to find a match online
  • Some may want more repeatable track options

9/10
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The Crew Motorfest PS5 mini review | Taken for a Quickie

19/9/2023

 
The Crew Motorfest
Start your engines racing fans, it’s time for a big motorised party as the latest iteration of Ubisoft’s racing franchise The Crew drifts onto our screens with The Crew Motorfest.

Though we’re admittedly far from racing experts, we’ve taken Motorfest for a quick spin to see if it can hold its own in the Forza Horizon-dominated party racing scene in our mini review series, Taken for a Quickie.

Let’s powerslide into it…​
James Michael Parry
by James Michael Parry

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​@james_parry

The Crew Motorfest
Developer: Ubisoft Ivory Tower,
Publisher: Ubisoft,
Platforms: PS5, PS4, Xbox Series X|S, Xbox One, PC, Amazon Luna
​Players: 1+

So, what’s the game all about?

Racers come in your two basic breeds: the very serious, very realistic, simulation kind, and the more arcade-y, colourful and (sometimes) loud and obnoxious kind. This one is very much the latter.

You kick off your adventure in Hawaii, as the eponymous Motorfest has taken over the entire island of Oahu, filling it with events, garages and general motor-based Tomfoolery to explore.

How does it compare to Forza Horizon then?

Wow, we’re really going straight in there are we?

OK, look. It’s not as established as Forza Horizon, and so the comparison is immediately a bit unfair - Playground Games have had five chances to gradually improve and work their way up to the, admittedly, outstanding Forza Horizon 5, but you shouldn’t count out The Crew either.

They might be only on their third outing, but Ubisoft Ivory Tower have injected a lot of life into this entry, with all the colour and loud music you’d expect from a party racing experience.​

What’s the soundtrack like?

Going back to the days of the Burnout series, music has always been a key element of the chilled out racing vibe, and Motorfest has a variety of stations to choose from, from rock to electronic and “vibin” to “ravin”, albeit with only a handful of well-known licensed tracks.

If it really hits the right spot for you though, might depend on your tastes. The pounding bass of EDM flows through almost all Motorfest’s activity, so if you were looking to drive along to classical tunes you might be out of luck.
The Crew Motorfest

Do you feel the party atmosphere?

om the starting line you’re invited to create a character, starting with one of a series of archetypes in some sort of hipster convention line-up, and then your new character is immediately thrown into the Motorfest itself.

You’re introduced to playlists – a curated series of races with a loose theme connecting them together – and given the map to explore, but if you choose a waypoint too soon it will get wiped and you’ll be steered towards the objective instead. Bit of a buzzkill.

Doing the directing is your AI assistant Cara (seriously). Their upbeat British voiceover is a little on the eager side for our taste, and goes a long way to setting the tone of the initial part of the game.

Generally, it comes across like a new kid at school who really, really wants to make friends, rather than a chilled out, free-roaming party experience where you can do things at your own pace.
The Crew Motorfest

I see it’s a “Motorfest” not a “Carfest”?

Well spotted! There are other types of vehicle in this game, specifically boats, planes and motorbikes – and there's even a quad bike.

While we didn’t explore them much in our limited time, there’s the option to mix up your play experience by hot-swapping to a different vehicle type every now and then – but they aren’t available straight away.

Rest assured, it’s still a car-focused game at heart, but a lot of time and effort has been put into having these other vehicles be more than just a gimmick, but legitimate additional strings to Motorfest’s bow.
The Crew Motorfest

What about the “crew” part?

Like previous entries, there is a big focus on multiplayer and how it can enhance the experience. Since the game is always online, unlike some other titles, there’s no option but to see other drivers zipping around as you explore.

When you start, you’re on foot and can wander around a bit before getting in your car, to give you the opportunity to crew up with other players. The reality though is that most already seem buddied up, and online interactivity in games like this is hit and miss across the board, so you certainly can’t rely on it – unless you already have a premade crew of your own.

Once you’re joined up, if you get invited to an event you don’t have the vehicle for, you’ll be loaned one, just like in the singleplayer playlists.

Is there anything you don’t like?

While destruction in racing games isn’t everything. Interacting with other roadsters in general Motorfest feels a little…off.

While you won’t smash into fellow players in freedrive – they become ghost cars whenever you get close – you certainly can crash into AI traffic.

While it’s certainly sparse, especially for a vibrant island of over a million inhabitants, the times when you do come across other cars, you can be stopped dead if you aren’t careful.

There’s no shunting other cars out the way either, you’ll think you’ve smashed into a rock.

Since there are so few NPC vehicles trundling about on the roads, and you don’t challenge them to races like you might in say, Burnout Paradise, it almost feels like an afterthought left in from early in development to try to bring some life to the island outside events, which can feel a little lifeless for such a colourful holiday destination.

The end result is an experience which is a little isolating when you're playing in singleplayer, rather than getting you excited to join crews, or build one of your own, to take the fun up to 11.

The Crew Motorfest

So, what’s the verdict?

There are a lot of tried-and-tested concepts executed well here, though those looking for more than mere dashes of creativity and the odd sprinkle of genius might be driving home with a flat tyre.

The look and feel is on point, if a little over-the-top to really feel like its substance could ever live up to its energetic style, and the experience of driving is rewarding.

The trio of difficulty options presented at the outset, which will be brought up again if you find yourself sailing through events a little too easily, are nice and straightforward and the act of actually driving isn’t too complicated.

Being an ongoing live experience though means timed playlists and microtransactions are here from the outset, which won’t be to everyone’s tastes.

The experience as a whole is a good bit of fun though, a commendable first effort following a sharp left turn for a series which began with the original protagonist getting let out of prison.

The Crew Motorfest is a solid experience which should be more than enough to get your engine revving, but, depending on how much you throw yourself into it, your mileage may vary.
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Forza Horizon 5 review | Xbox Series S

5/11/2021

 
A Maclaren AMG races against a plane

Go! No “3,2,1”, no “On your marks, get set”, Forza Horizon 5 (and the series in general) wastes no time in getting you right into the action. In fact your first act in the game is to leap out of a plane in a series of cars and dive straight onto the beautiful open roads of Mexico.
James Michael Parry

​by James Michael Parry

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​@james_parry

Forza Horizon 5 box art
Developer: Playground Games
Publisher: Xbox Game Studios
Platforms: Xbox Series X|S, PC, Xbox One
Players: 1-72

The visual spectacle of those opening minutes feels hard to top. Each of the five cars in the opening sequence, some on-road, some off-road, is designed to show the different types of events and experiences, from straightforward road races to tricky desert trails to near impassable dust storms.

While the weather system was the headline feature for Forza Horizon 4, here it feels perfected, fully bedded-in to the extent where a change in weather can take you by surprise, or collide with you, forcing you to make a detour.

In your first hour, particularly if you’re a newcomer to the series, it would be easy to feel overwhelmed. The sheer amount of options, cars and terminology going on quickly gives you a sense of the scale of this adventure, and the entire map is unlocked from the beginning, so you could, if you wanted, do a grand tour straight away.

Fortunately, developers Playground Games know what they are doing after five installments in the franchise, and only reveal what things are as you run into them on the map. This creates a sense of discovery similar to [Burnout Paradise Remastered], where you’ll come off the path you’re on only to find something hiding just over the next hill.

For completionists, there’s a treasure map available for a one-off microtransaction, but the developers have already said this game has more flexibility with collectables than any of their previous titles, so we could see all sorts of billboards, props and obstructions being added during the live service-inspired seasons of play, with season one beginning at launch.​
Four green Jeeps explore the forest
​One area which has a tremendous level of depth is the cars themselves. Adjusting tyre pressure and swapping out parts to tune your cars for whatever event you're about to take on is encouraged, and is something you can rely on the collective knowledge of die-hard fans if you’re unsure, thanks to a search option which lets you check out setups which have been shared.

If you’re feeling like online is a recurring theme, you’re not wrong. The narrative conceit for the game in the first place is a festival (or fiesta) in celebration of cars which wouldn’t be too out of place in an early Fast and Furious film. Horizon Festival is all about bringing people together, and the team has made sure they carry this spirit into every aspect of how the game is put together.

Not only will you see other players mooching around the map as you explore, but you’ll be pitted against other players’ Drivatars, digital echoes of their racing style, in races and events. While not a new idea, in fact the series has brought them in from the main Forza Motorsport series since its second outing, the compiling of player driving data makes for far more unpredictable and interesting AI opponents.
A Pegeot 207 faces on a dirt track at the Horizon Festival
Hooking up with players in real-time is where things get even more fun though, as there are four main modes – Open Racing, Open Drifting, Playground Games, and The Eliminator – with tons of different types of events between them.

Open Racing is as straightforward as things get, challenging you to road, dirt, cross country and street races. Open drifting, as the name would suggest, is all about the drift, so you’ll be sticking to roads and trying to nail those corners, while Playground games include flag rush, king and survival. The Eliminator returns from FH4 as the Forza Horizon take on Battle Royale, pitting up to 72 players against each other into head-to-head races within a gradually shrinking area of the map.​
The driving in Forza Horizon 5 is some of the most beautiful escapism you can experience.
On top of that there’s Horizon Arcade, which is more of a collection of minigames which you take on together as a group. Perhaps you’ll need to maintain a certain speed within an area of the map to score, or drift for as long as possible around a certain bend. These challenges, admittedly, do tend to be “drive around a specific area”, but to dismiss them as only that is reductive, as you can easily find some fun and memorable moments as a group.

Individually, your in-game persona will be the one interacting with the NPCs as you drive around. You can customise your character with different looks and physical appearance to an extent, including a wide variety of prosthetic limbs, but the general build and vibe of the different characters still feels a little flat. The game does call you by your real name, if you have it shared in your Xbox or PSN profile, as it has in previous games.
A Ford hot hatchback goes off-road with a helicopter and other cars
As you drive around, discover roads, smash billboards and complete other challenges, you’ll unlock accolades which let you progress through the game and unlock more events. You’ll also be given wheelspins, a free lootbox mechanic earned by completing in-game challenges, to unlock more cars, clothing for your in-game avatar and all sorts of other goodies.

While races are all well and good, you might find the expeditions a welcome change of pace. These involve exploring a specific area, which might, for example, have a tropical storm going on, and take pictures or find jumps to establish it as a new area for the Horizon Festival and unlock new events in that part of the map.

Since we were playing ahead of release, there were a few bugs here and there, but far less than we’ve seen in other pre-release titles. One technical issue we hope is sorted out is how the game handles the Series S’s Quick Resume feature. With online games this can often be very hit-and-miss in general, so perhaps it’s to be expected, but we didn’t manage to jump back into the game easily, whether we played on or offline.

The driving in Forza Horizon 5 is some of the most beautiful escapism you can experience. The cars themselves are as realistic as any buttoned up racing sim you could mention and the vast vistas and rolling hills are a joy to tear along, sending cacti, road signs and other debris flying.
A Ford dune buggy looks out over the sands
Handling varies considerably between vehicles, meaning it can take a while to find a vehicle, or handful, depending on the road surface, which works for you. Once you’ve found the groove though, it’s totally up to you how you explore the expansive, marker-filled map. The towns, landscapes and even historical ruins you’ll find are all recreated with the care and attention of a team that has taken the time to make a game that feels like exactly what they wanted to make, with no compromise.

Game Pass, and a very comprehensive set of accessibility options, lowers the barrier of entry for this Forza Horizon more than ever, so, whether you’re new to the series, or just eager for another adventure, Playground Games has given you a sandbox with everything you need.

Pros
  • Stunning visuals are pushed up a notch by the dynamic weather’s sun, sand and rain effects
  • Intuitive, customizable controls with a huge amount of depth for real petrol heads
  • Variety everywhere you look with hundreds of miles of road, mud and dirt to explore

Cons
  • Sheer amount of options and car tuning depth can prove overwhelming at first
  • The chirpy DJs and voiceovers can grate a little, but you can always turn them off
  • Quick Resume doesn’t seem to be along for the ride just yet

10/10​
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GRID | Xbox One | Review

17/10/2019

 
GRID-Codemasters

Liverpool vs Manchester United. Borg vs McEnroe. USA vs Europe. Whatever the sport, a decent rivalry can add so much more to a simple competition, eliciting passion, anger and excitement from spectators and participants alike. It’s an extra layer of intrigue that veteran motorsport developers, Codemasters, have successfully recreated in GRID thanks to their nemesis system, but we’ll get to that in a bit.

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by Liam
​Andrews

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@liam_andrews5

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Developer: Codemasters
Publisher: Codemasters
Platforms: Xbox One, PlayStation 4, PC
Players: 1 - 16

We’ll start with career mode, the game’s main attraction. A sizeable offering, GRID’s single-player component features six different car classes that can be tackled in any order, each of which are composed of twelve events (save for the invitational class, which features double that number) and a showdown finale. Events are made up of between one and four races that feature a mix of city and traditional tracks, as well as car types, and come with different prerequisites for beating them, such as placing in the top three, winning outright or finishing with the fastest time.

​Completing an event usually unlocks a further two, making it easier to avoid those that don’t suit your play style or are simply too challenging. It’s a good way of ensuring progression isn’t stymied, while more experienced drivers and completionists can easily go back and mop up leftover events for extra prestige and in game currency to buy new cars. While the basic machines readily available to all players are competitive enough, there are one or two later options, such as the BMW M1 Turbo, that are well worth splashing the cash on.

Each class feels and handles differently, from heavy, ponderous muscle cars that lumber around corners to the boisterous F1000 series at the other end of the spectrum. There’s enough variety to keep things interesting, and although locations are often repeated (there’s more than 75 tracks in total, based on regions such as China, Japan, Malaysia, the UK, San Francisco, Sydney, Havana and Barcelona) tackling them in alternate weather conditions or in a different class of car often means approaching them in a totally different way.
GRID’s AI provide excellent opposition, keeping races both consistently competitive and entertaining.
Before each race, you’re given the chance to take part in hot lap qualifiers, which, while entirely optional, are a great way to learn each track’s nuances ahead of the main event and also give you a chance to improve your starting position. Leading the line going into a race is, naturally, a big advantage, especially when competing on GRID’s city tracks, where tight corners and narrow streets make it harder to break out from the back of the pack.

​Starting in the rear means you’re also more likely to collide with other drivers, and, intentionally or not, pick up a few nemeses in the process. It usually takes several collisions to spark a rivalry, though occasionally just a single bump is all that’s required to annoy the AI. Teammates aren’t immune to a bout of in-house rivalry either, and will actively ignore orders and requests if you hit them too many times.
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City tracks are particularly impressive at night

Rival drivers are marked out by an angry red indicator above their car, and will attempt to hinder your progress should they get the opportunity to do so, sometimes even to the detriment of their own race, whether its aggressively blocking an overtake or performing a surprise pit maneuver just as you’re taking a tricky corner. It’s a brilliant system that adds so much more to races, creating short-lived rivalries and added drama without ever feeling unfair or overpowered.

In fact, GRID’s AI in general provide excellent opposition, keeping races both consistently competitive and entertaining; we’ve seen computer-controlled drivers smash into walls, flip cars and take risks that, at times, mirror human behaviour, adding to the overall sense of authenticity. You can, of course, get a similar experience by delving into the game’s online offering, but without the option to pick and choose tracks, car types or weather settings (unless you’re hosting a private game), you might find yourself battling the conditions more than other drivers.

​Visually,
GRID is a good-looking game, if not spectacular. Some levels stand out more than others; racing through one of Zhejiang’s city circuits at night, with neon lights reflected in the rain-soaked road, for example, looks amazing, but traditional circuits like Silverstone and Brands Hatch, with their wide tracks and open surroundings, are relatively bland in comparison. One of the more bizarre visual hiccups are the cars’ mirrors, which display reflected images in retro-like low-res graphics and reduced frame rates. If, like us, you prefer a cockpit view, it can be a little jarring, but it’s a minor issue that certainly doesn’t detract from an otherwise decent game.
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Objects in the rear view mirror are actually a lot prettier than they appear

GRID also caters to both petrol heads and newcomers alike thanks to a generous suite of difficulty options; while we preferred a more arcade-like experience, with automatic gears, race lines, cosmetic damage only and face-saving flashback abilities enabled, it’s possible to turn all assists off, increase AI difficulty and transform the game into a proper simulator. It’s this flexibility, along with the game’s solid racing gameplay, generous solo offering and excellent nemesis system that make it an easy recommend.

Pros

  • Nemesis system adds spice to races
  • Decent variety of cars and tracks
  • Excellent sense of speed
  • Accessible career mode
  • Caters to both arcade and simulation playstyles

Cons
​
  • Online play lacks customisation options
  • Low-res mirrors reduce immersion
  • Traditional circuits are aesthetically bland

​8/10
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F1 2019 | PS4 | Review

30/8/2019

 
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​Let me start with a confession, chums: yours truly finds Formula One rather dull. Long gone are the days of charismatic icons like Arton Senna, Alain Prost and Nigel Mansell (yes, yes, that last one is definitely a joke... honest). It’s because of this that I’ve failed to play a video game concerning the sport since good old F1 World Grand-Prix 2 on the mighty N64, so, can F1 2019 change my opinion? Or will the song remain the same? Ladies and gentlemen: start your engines!

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​by Rob
​Holt

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@acousticmagic

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Developer: Codemasters
Publisher: Codemasters
Platforms: PS4, Xbox One, PC
Players: 1 - 20
From our first moments on the track, it was impossible not to be in awe of Codemaster’s audiovisual class. Whether it’s the sounds of screeching rubber, the crowd volume swelling as you turn into the home straight, or the light gleaming off one’s helmet; everything comes together to create true realism, in a way few sports games manage. 

The audio really helps to put you in the cockpit, with the throaty punch of the engine roaring and gears shifting thrilling at every corner, chicane and straight. What we really appreciate, mind, is the pre and post-race commentary. That’s right, during races you’re left to your own devices - albeit with a little chinwag here and there with your team in the pits. This means that when the commentary team do offer up their opinions, everything is in time and makes sense, contrary to almost every other sports game out there.

Graphically, Codemasters take authenticity to a whole other level yet again. Every track is gloriously, accurately rendered; the classic season opener Albert Park is recognisable from a mile off, for example. Everything is absolutely spot-on: lighting, textures and colours all creating a level of realism that most simulation games dream off. We’ve particularly enjoyed watching the way the tires and wheels revolve, which just serves to illustrate the level of exemplary work from Codies.
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“Now, now, our Bob,” I hear thee say “graphics don’t mean a thing if the gameplay don’t swing.” Wise words, comrades, wise words. We’re pleased to announce that the game plays an absolute dream. Every car feels different, and heck, even laps feel different as the tires degrade and corners have to be taken more cautiously (car assist options like racing lines and breaking assistance helped out a lot in our early stages). There's a true meditative pleasure in getting into the groove of a track, following its preferred racing line, breaking and accelerating at the perfect times. It’s sheer ozone-destroying bliss (and this is using a pad, so just imagine the fun of a wheel and pedals).  

F1 2019 also boasts options so hearty you’ll be dining out for many a moon. There’s a wealth of single-player options: Career, Championship, Grand Prix, Time Trial and plenty of online malarkey too (more on that later). Firstly, Grand Prix is the exhibition match equivalent: pick a track and a car and off you go for a one-off race. Time Trial is also shockingly self explanatory, but no less addictive for it - the last time we enjoyed them this much was about 1998, trying to take advantage of that ruddy Koopa Troopa Beach shortcut…

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Championship, on the other hand, possesses a little more intrigue than its straightforward name suggests. There are the obligatory run-throughs of the F1 and F2 championships, sure, but Championship mode also contains a “Legends” challenge mode that sees you take control of Prost or Senna, over the course of some sumptuous short-burst scenarios. We opted for Senna, thoroughly enjoying smashing Prost in vintage motorcades on the classic Monaco circuit. More sports games need to feature these kinds of hark backs to the past - just imagine if EA could get a Matt Le Tissier goal scenario mode in FIFA 20.
Trust us when we say that career mode will give you your money’s worth on its own.
But alas, we digress. Those wanting to truly get sucked into F1 2019 should head straight to Career mode, the fleshiest part of the game. Here you’ll progress through the ranks from F2 champ to F1 beast and everything in between - and what a ride it is.

The F2 season sees you tussle with rivals Devon Butler and Lukas Weber, interactive cutscenes and all, although they do tail off once you make the step up to F1 and select a team to join, which is where the real game begins. You’ll have chats with your agent, interviews with journalists, qualifying and racing to do. We just grazed over the depth on offer here - there’s so much to tweak and trial car wise for simulation fans - as it all seemed a bit much for our arcade-y tendencies, but trust us when we say that career mode will give you your money’s worth on its own.


If all that isn’t enough for you then we recommend you venture online. Those familiar with Codemasters’ racing games will feel at home here; there are weekly events, leagues, and more. There’s also a focus on the esports side of F1, with videos from global events and competitions to enter, too. ​
So, to the chequered flag we head, one hand off the wheel in triumph. F1 2019 is an undeniably high quality racing game, full of thrill-n-spills. Sure, the acting and storylines of career mode are corny rubbish of the highest order, and the potential for hardcore simulation mostly left us cold, but the overall racing and package is so fully formed that we can’t help but leave impressed. Add to that the recently announced ​update including the latest season of F2 and you've got a lot of longevity. If you’re a fan of the sport you should already have this, but if you’re not, you should probably still consider taking it for a spin.

Pros

  • Exhilarating racing
  • Deep, long-lasting Career Mode
  • Codemasters’ usual audiovisual class is present
  • Assists, racing lines and shorter laps available for those new or lacking in time
  • Prost vs. Senna legends challenges
 
Cons
​
  • Some of the story elements and voice acting in career are truly awful
  • Dense amount of car tweaking options can be overwhelming
  • Unlikely to lure casuals to the sport

8/10
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RAGE 2 | Xbox One | Review

21/5/2019

 
RAGE 2 | Xbox One, PlayStation 4, PC (Steam) | Review - Pass the Controller

The original RAGE, released back in 2011, was a bit of a technical marvel; it utilised innovative ‘megatextures’ to hit 60 FPS on console and accommodated that trademark id Software freneticism on last-gen hardware. It played beautifully, but everything surrounding that was pretty monotone, resulting in an ultimately forgettable experience. RAGE 2 looks to remedy this by spray-painting the wasteland neon pink and partnering with Just Cause developer Avalanche Studios to inject some vigour.

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by Sam Sant

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@SlamShotSam


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Developer: id Software,
Avalanche Studios

Publisher: Bethesda
Platforms: Xbox
​One, PS4, PC (Steam)
Players: 1
Odd thing is, rather than aping the bonkers Just Cause series to do just that, Avalanche’s Mad Max instead serves as the template here. Mad Max was surprisingly good, but fell into the exact same pitfall as the original RAGE, which means for all its zany marketing and talk of a post-post-apocalypse, RAGE 2 has always been doomed to repeat history. That doesn’t make it an inherently bad game, though. Not by a long stretch.

You enter the world of RAGE 2 as its uncivilised denizens do their best to rebuild, but they aren’t quite out of trouble yet, since General Cross is out to “cleanse” the world by eradicating humanity and claiming the planet for him and his army of weaponised mutants. He’s a caricature villain - the big bad leader of a big bad movement, by the game’s own admission - only really there to motivate you in bearing arms (not that you’ll need much motivation, but more on gunplay later).

Playing as an uncharismatic, power-suited Ranger (male or female – your choice), you’re quickly given free reign to go about making allies and together manufacturing the General’s demise. Narratively things are kept simple, so you don’t need to have played the original, but there are some familiar characters and knowing nods hidden away for the already initiated.

The story serves only to do its job passably, which is admirable in a way, but also somewhat of a shame, since a few strong character concepts fall flat. Anyone that even half paid attention to the marketing of RAGE 2 wouldn’t reasonably expect anything more in-depth, however, since the focus is clearly placed on balls-to-the-wall action. Right? Well, kinda...

Where id Software’s DOOM features tightly-controlled levels and progression to maintain its breakneck pacing, RAGE 2 offers vastly more freedom, but in doing so can counterproductively push its best feature - the outstanding gunplay - aside in favour of weaker mechanics. A lot of your time will be spent driving around a mostly lifeless wasteland in vehicles that lack traction, organically encountering an abundance of same-y side missions to tackle which facilitate acquiring a swathe of character, weapon and vehicle upgrades.
It’s familiar and largely uninspired stuff, but, to be fair, better implemented than in its peers. Speaking personally, I’ve never been a fan of Borderlands and I tapped out on the increasingly tedious Far Cry series years ago, both of which share structural similarities to RAGE 2, yet here I am happily playing Bethesda’s latest for the gross number of consecutive hours which are required for the TV to assume I’ve fallen asleep.

So what’s different here? id Software, to put it plainly. The originators of the FPS are still doing it best, crafting on-foot combat encounters that are giddily exciting. Action is supremely fluid at 60 FPS (which does come at the cost of 4K support on enhanced consoles), allowing for the necessary precision to utilise the wide array of tools at your disposal whilst staying on the move. As in DOOM, defeated enemies drop time-limited health pick-ups, so it pays to remain in the thick of a fight in the absence of fully regenerating health.
The originators of the FPS are still doing it best, crafting on-foot combat encounters that are giddily exciting.
Whether using the exquisite shotgun or one of RAGE 2’s more unique firearms to pop heads with a satisfying squish, devastating active abilities like a ground pound and an essential force push can also be executed as often as their cooldowns dictate, fully encompassing the supersoldier power fantasy. There’s a frankly massive amount of maneuvers to unlock, to the extent you probably won’t remember to implement them all, though they’re gradually introduced in an effort to avoid that and also maintain a constant feeling of growth throughout the reasonably-lengthed campaign and much longer road to 100% completion.

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While there isn’t any concrete incentive to do so, at least beyond boosting your own ego by looking damn cool, experimenting and discovering effective combinations of abilities allows for immense showboating on the level of Bulletstorm. Stringing kills of any fashion together in quick succession will increase your combo and more efficiently charge the Overdrive meter, which can then be activated to massively boost the effectiveness of all your other offensive and defensive capabilities for a short period, filling the screen with a psychedelic techno haze as you go ham.
Outside of Overdrive you can’t always afford to be so reckless, as different factions and the enemy types within them pose different levels of threat, encouraging slightly altered tactical approaches. Using the Focus ability lets you see through walls to formulate plans of attack, which can then be executed against clever AI which appear in numbers and play to their strengths in order to quickly overrun overzealous players. We particularly like the fact that throwing an uncooked grenade at an enemy can prompt them to intercept it and return to sender, then, with a well-timed melee strike, you can even volley it right back at ‘em!

RAGE 2’s first-person firefights are honestly worth sticking out any of the game’s hardships for, and to a lesser extent, so too are the third-person vehicular combat sections. These only really come into play when you encounter and engage a convoy in the open world, which visually plays out like one of the best scenes from Fury Road, but is less exciting to actually control. Ramming riders from their bikes and quickly dispatching the smaller four-wheelers at the rear is explosive fun, but the leading boss vehicles are comparatively uninteresting since you can mostly just hang back, automatically lock-on to their weak points as they’re periodically exposed, then hold down the fire button to win. Convoys were far more involved in Mad Max, where you might need to remove armour plating with a harpoon in order to expose a weak point, then use a specific ammo type to destroy it.​

Swapping out vehicles would help to spice things up a bit, but we’d go as far as to say switching is actively discouraged, despite being able to hijack and even unlock a variety of transports directly to your garage. Similar to the Magnum Opus in Mad Max, only minus any of the context, the Phoenix is your starting vehicle and the only banger capable of being repaired and upgraded.
RAGE 2 ’s first-person firefights are honestly worth sticking out any of the game’s hardships for, and to a lesser extent, so too are the third-person vehicular combat sections.
One benefit of opting out of upgrades would at least be avoiding RAGE 2’s painfully sluggish menus, which hang momentarily whenever you switch between the numerous tabs. Elsewhere there’s graphical pop-in (not great considering the so-so visuals in general), invisible and unresponsive NPCs, we’ve fallen through the floor and had to reload a save, and the audio can cut out completely or persist where it shouldn’t (hearing continuous gunfire from a dead enemy, for example). In fact, the audiovisuals are disappointing on the whole, falling well short of the colourful, Andrew W.K. party atmosphere RAGE 2 was made out to feature and instead sticking closer to your archetypal post-apocalypse.

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Still, if you’re looking for a substantial shooter to enjoy in all its gory single-player glory, RAGE 2 most definitely fits the bill. The game achieves its main goal in being sheer and unadulterated fun - it doesn't take itself even slightly seriously and favours gameplay above all else, to the extent that tackling what’s essentially the same side mission for the tenth time isn’t any bother, because along the way you can spartan kick a dude and then decapitate him with a boomerang as he sits up. What, pray tell, is not to like about that?

Pros

  • Outstanding first-person shooting
  • Range of enemies, skills and abilities keep encounters varied and engaging throughout
  • Smooth technical performer (on Xbox One X) in the face of some demandingly hectic scenes
  • Fun, if basic, third-person vehicular combat
  • Simple story is all it needs to be...

Cons

  • … Though some interesting characters feel wasted
  • Slippery vehicle handling
  • More regular post-apocalypse than the wacky post-post-apocalypse we were promised
  • Menus move at a crawl

8/10
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DiRT Rally 2.0 | Xbox One | Review

28/2/2019

 
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Some things in life are bloody hard. Think ironing on those travel-sized boards, resisting that packet of Ginger Nuts hidden within the cupboardy prison, understanding anything written by a lawyer, or the cleverly titled DiRT Rally 2.0. We might jest, chums, but seriously: this is the *snicker* Dark Souls of racing games...

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​by Rob Holt

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@acousticmagic

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​Developer: Codemasters
Publisher: Codemasters
Platforms: Xbox One, PS4, PC
Players: 1-8
We loved Codies’ last rally game, the perhaps confusingly named DiRT 4, thus ventured brimming with excitement into DiRT Rally 2.0. That being said, the first ten-plus hours were quite painful, to be honest. Sliding off the edge of banks, crashing into walls, flipping over regularly, smashing the bodywork to pieces, and many, many punctures studded our formative time with the game.

After sticking with it and learning the ropes though, the magic began to happen. Sports games can only truly be judged by their gameplay, so it’s there we must begin. Believe us when we say that every car in 2.0 feels unique. This in itself is a phenomenal achievement (though not the first time for Codemasters), yet when you add custom tune-ups and new parts to the mix, the handling possibilities really are endless. The game’s ozone destroyers also behave wildly differently depending on the terrain they’re on; something that’s especially thrilling in the superb rallycross stages.
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The crunch of gravel, screech of tarmac and slippy-slidey of mud feel gloriously tactile, and that’s using a controller, so we can only imagine the majesty of the full-on wheel and pedals experience. The weight of each car and accompanying peril as you slide around corners, nip through tight tracks flanked by trees and misjudge the occasional jump is surprisingly tangible. Ultimately, this feeling is what’ll make players fight though the opening hardships, always coming back for more.​

So, the driving is grand, but what of the modes, options and whatnot? Yet again those Birmingham-based blighters at Codies have coughed up a super selection of stuff to enjoy. 
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From the title screen you’ll find two main methods of play: My Team and Freeplay. My Team focuses on online-centric challenges, AI challenges, and both rally and rallycross career modes. The career modes are an excellent timesink, but we’ve really found ourselves getting stuck into the daily and weekly challenges, which counter-balance the longevity of career with short, sharp tear-ups.

Freeplay features a quad collection of historic rallying (absolutely fantastical), officially licensed FIA world rallycross championship, time trial, and, most intriguing of all, custom mode. Here in the custom world one can create and share their very own championships and stages, all created via an easy-to-use system. Players decide on terrain, type of race, number of stages, weather for these stages, track conditions, etc. Much like 
DiRT 4’s Your Stage, Custom guarantees staying power. 
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Raindrops hit the screen with a thud, and muck splatters the back of whatever diesel-burner you happen to be controlling.
2.0 is a real looker, too. Bash your way around cliffs as the sun sets and you’ll see what we mean, as gorgeous lighting creates lens flare and has distant waters shimmering away beautifully. Stagnant puddles glisten with filth, raindrops hit the screen with a thud, and muck splatters the back of whatever diesel-burner you happen to be controlling. Some of the backgrounds might be lacking a bit in detail, but honestly, when the driving is this intense, and the foreground this pretty, you probably won’t care.

Sound-wise, 2.0 gives us the same aural problems that DiRT 4 did, unfortunately. The raucous wailing of engine noise possesses the ability to grate on both oneself and the neighbours, and, on a personal note, the monotone of the co-driver is so reminiscent of my Year 10 ICT teacher that I began to nod off. Menu music and background vibes are fine, if a little understated. ​
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We do have a few more niggles that we’d like to mention on top of that charismatic co-driver, though, folks. Whilst we personally loved the total lack of hand-holding tutorials, many with the desire to get involved with DiRT for the first time will be left feeling woefully unprepared for the mountainous learning curve and ridiculously narrow tracks that lie ahead. A practice/training mode, as seen in DiRT 4, would certainly have allayed this issue.

We’ve also experienced some problems with low-light and night races (the many miserable, rainy Polish rallies come to mind), where even Dr. Personality’s instructions can’t save you from smashing into trees, or even missing whole corners, because you couldn’t bloomin’ well see ‘em! Playing these at nighttime with the lights off and the brightness dialled up will help, but that’s realism gone too far.

These minor negatives aside, DiRT Rally 2.0 is exactly the kind of game that people don’t really make anymore. It’s mercilessly tough, never holds your hand, and takes a while to really get under your bonnet. If you don’t have the leather interior and hub-caps for that, then we suggest you stick with DiRT 4, but for anyone up to the challenge, we can’t recommend this enough.  

Pros

  • Hours upon hours of gameplay, spread across multiple modes
  • Tough, but incredibly rewarding racing
  • A truly authentic representation of the sport
  • Gorgeous visuals
  • No hand-holding...

Cons

  • … Likely making it too hard to crack for some
  • Engine noise and co-driver can grate
  • Some Lighting and further graphical issues

8/10
0 Comments

ONRUSH | Xbox One | Review

7/6/2018

 
ONRUSH Xbox One review - Pass the Controller

ONRUSH isn’t your typical arcade racer, in fact, it’s not really a racing game at all. You don’t win by being the first to cross a finish line, and you generally don’t want to be ahead of the pack, but rather in the thick of its metallic stampede of destruction. Inspired by class-based multiplayer shooters like Overwatch, you and five teammates - be they human or CPU - will cooperate to achieve victory across four unique, objective-based game modes.

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by Sam Sant


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@SlamShotSam


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Developer: Codemasters
Evo

Publisher: Codemasters
​Platforms: ​Xbox
​One, PS4

​Players: 1 - 12
Developed by Codemasters Evo, a new team largely comprised of former Evolution Studios staff, ONRUSH shares plenty of DNA with the ill-fated studio’s most famous product - MotorStorm. After selecting from eight varied classes - comprised of two nippy-but-vulnerable motorbikes and six four-wheelers ranging from lightweight buggies to hefty hummers - you’re unleashed on one of twelve off-road tracks that boast multiple paths and ample opportunities to catch big air.

Razzing around in them is simple, thanks to the basic arcade handling, but the sheer amount of carnage unfolding at any given moment requires you to remain perceptive of your surroundings. That goes for the entire 360 degrees, as you’ll not only face tussling and t-bones from opposition on the ground, but also ground-pounding aerial assaults from those that are airborne. Takedowns are never the aim of the game, but momentarily removing a driver from the equation is a good way to place your team at a temporary advantage; with this in mind, while it’s tempting to pursuit spectacular write offs, settling for lesser hits that place vehicles into vulnerable states is a safe bet that doesn’t risk your bumper - and then the rest of your crumpled shell - coming into inglorious contact with a wall.

Neutral vehicles, known as Fodder, further pack the field and ensure you’re witness to smashing spectacle even when undertaking this more careful approach. They aren’t active participants and can be demolished with just a nudge, gifting their destroyer a sliver of boost in the process. Turbocharging your movement speed, boost is absolutely essential to keeping up with the crowd and staying competitive, though you will be deposited back into the action if you fall too far behind. It shouldn’t often come to that, as boost can also be earned by performing team maneuvers, jumps (which can be styled out with tricks on a bike and barrel rolls in a car
), near misses, or even hitting custom tombstones left behind when a racer is destroyed.
You don’t win by being the first to cross a finish line, and you generally don’t want to be ahead of the pack, but rather in the thick of its metallic stampede of destruction. 
This means ONRUSH moves with a breakneck pace and a tense sense of danger, though you haven’t seen the best of it yet. Utilising boost and playing to the strengths of your chosen class of vehicle, be that by supporting teammates or bulldozing competitors, will gradually charge the Rush meter and eventually allow you to unleash an ultimate ability unique to your equipped off-roader. You’ll always rocket forwards at blistering speed, bonnet combusting and screaming vocals kicking in as you go, though you might also leave a damaging trail in your wake, debuff enemies, buff teammates, or eliminate foes as if they were Fodder.

Rush can generally be utilised a few times throughout the course of a match, often proving a tide-turning highlight, especially if coordinated with teammates. This and its audiovisuals make it true to its name, though ONRUSH is no presentational slouch in general; the high energy soundtrack and punky neon visuals, beautifully enhanced with 4K and HDR support on Xbox One X, quickly serve to get your adrenaline pumping.

That’s true across any of the four game types we alluded to earlier, which offer novel interpretations of some familiar favourites. Overdrive is the premier mode and tasks you with stringing boost chains to score the most points; Countdown sees you pass through gates to top up a depleting timer and outlast the opposition; Lockdown spawns a moving capture point for your team to occupy; while Switch gives each driver three lives and forces them to swap vehicle as they’re expended, with the first team to fully deplete their supply losing. Each event is split into rounds and each victory earns the relevant side a tally in a best of series, contributing a sporting feel and accommodating rousing comebacks.


Events can unfold very differently depending on your approach - for example playing the evasive survival game on a bike in Switch, rather than going on the offensive and doing work as a heavy - and you’re afforded the opportunity to spawn in a new class of vehicle after wrecking in most competitions, presenting the opportunity to tweak strategy and balance team composition on the fly.

Superstar, the game’s career equivalent, sees you climb the ranks of the fledgling ONRUSH scene in pursuit of the tantalising Founders’ Trophy. It’s a journey punctuated by zany cutscenes that can be taken in solo or co-op, with each event - or multi-event series - carrying its own set of challenges to complete in order to earn points and work your way up to the more difficult stages, which incorporate complex tracks alongside different lighting and seasonal effects.
ONRUSH moves with a breakneck pace and a tense sense of danger.
It shouldn’t be too long before you get your mitts on that trophy, which leaves you with single events to consume solo/cooperative/competitive until Ranked play is added at a later date. While we can’t speak for Ranked, naturally, casual online events pad player counts with bots and rotate game types between matches to nix lobbies and keep things moving along nicely. If you’ve been playing solo, it’s also great to finally get some use out of the quick chat system and implement advanced strategies with human players.

Coordinate well and you’ll rack up the wins, earning bonus XP as your reward. Each level gained in ONRUSH grants a Gear Crate, which is essentially a loot box, but don’t panic too much, as they’re free from the shackles of the microtransaction machine. They cough up three random cosmetic items when opened, tiered by rarity, with the better quality stuff not really being held back. You can receive duplicates, which are converted into an in-game currency that can then be put towards something of your choosing.

Credits can also be gathered by completing profile objectives and Daily Quests, which you’ll probably want to keep on top of, as there’s a serious volume of sweet stuff for your bikes, cars and avatars.

While daily tasks might draw you back in for a session here and there, ONRUSH doesn’t have a huge breadth of content, unless we’re purely talking cosmetics. If you aren’t looking to fully stock your wardrobe, the white-knuckle action that’s here is modern, unique, characterful and social all at once, making every effort to remove barriers to entry and offer relentless entertainment - which it does, for a time.


Pros

  • Blends genres to create something new & compelling
  • Intoxicating sense of speed, danger & destruction
  • All four objective-based game types hit the mark
  • Eight vehicle classes feel distinct
  • Exciting, madcap presentation

Cons

  • Relatively brief career mode & not a huge amount else to do
  • Missing Ranked play at launch doesn’t help the issue

8/10
0 Comments

TT Isle of Man: Ride on the Edge | Xbox One | Review

21/3/2018

 
TT Isle of Man: Ride on the Edge Xbox One review - Pass the Controller

The Isle of Man TT. Even those with only a passing interest in the world of motorsport will most likely have heard of this iconic event. Now, thanks to the arrival of TT Isle of Man: Ride on the Edge, fans can (safely) get closer than ever to the infamously dangerous race.

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by Liam
​Andrews

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​@liam_andrews5

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Developer: ​Kylotonn
​​Publisher: Bigben Interactive
Platforms:
Xbox One, PS4, PC
​Players: 
​1 - 8

For those completely unfamiliar, the Isle of Man TT is an annual event in which riders descend upon the small eponymous island, located in the Irish Sea, to take on the Snaefell Mountain Course. Unlike your standard race track, this course includes regular everyday roads and locations - having been closed, of course - with riders hurtling through narrow high streets and country lanes at incredible speeds, as even the smallest mistake could prove fatal.

​It’s that thrill (or arguably, madness) which Kylotonn have tried to replicate in Ride on the Edge, with mixed results. The developers have nailed the sense of speed, danger and authenticity, but clumsy AI, a few bugs and a lacklustre career mode hamper the overall experience. From a purely simulation point of view, however, Ride on the Edge achieves what it sets out to do - providing players with a perfect replica of the full Snaefell Mountain Course and its landmarks, from Creg-ny-Baa and The Hawthorn to Parliament Square.

The names of these locations pop up as you pass them, helping you to memorise the course whilst racing through it at breakneck speeds. It’s quite a lengthy track, after all - 37.73 miles to be precise - which, even in videogame form, is no small undertaking. If, like us, you’re no Valentino Rossi when it comes to racing, then you’re looking at around 25 – 30 minutes per lap (not including stopping to refuel) with a total commitment of nearly 2 hours to complete the four laps that comprise the TT Trophy.

Despite the ability (at least in single-player mode) to pause at any moment and take a break, completing just one or two laps in a single sitting is a significant challenge due to the level of concentration required; take your eyes off the yellow chevrons showing you how, and at what speed, to best approach a corner and you’ll likely end up barrelling headfirst into a someone’s front garden.
The developers have nailed the sense of speed, danger and authenticity.
Fortunately, the game gives you the option to slice up the large course and enjoy it piecemeal, letting you practice specific sections or simply replay a favourite part at your leisure. If you fancy a break from it altogether, there are also nine fictional tracks much more suited to shorter play sessions.

​It’s these courses, along with the individual Snaefell sections, that make up the early parts of the no-frills career mode, where your goal is to win fame, money and, eventually, the Tourist Trophy (that’s four laps of the full track). This is something easier said than done, as winning races in Ride on the Edge is hard, even on the easiest difficulty settings - crank up the realism and simply pulling away in first gear becomes a challenge.

Without wins, there’s little chance of earning enough cash to buy faster bikes and, therefore, progressing to later tournaments. It’s also frustrating to see what wealth you do have frittered away as monthly bills pile up, though the real problem with career mode lies in the aforementioned clumsy AI that comprises your competition.
These infallible racers stick to the yellow chevrons like glue and streak along with little regard for your safety or ambitions, often sneaking up from behind and running you off the road while you’re just focussed on finishing a perfect lap. It’s a problem that effectively renders mass start races - which make up a large percentage of the tournaments on offer - obsolete, along with a big chunk of potential winnings.

Multiplayer doesn’t fare much better, with the game’s small player base limiting the race options available to those who do choose to venture online.

Unless you’re really into time trials and leaderboards, most will find there’s not much to keep them coming back for more once TT Isle of Man: Ride on the Edge’s initial thrills have worn off, meaning this is one best suited for hardcore enthusiasts only.

Pros
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  • Exhilarating sense of speed
  • Authentic recreation of the iconic Snaefell Mountain Course
  • Plenty of bikes to choose from
  • Watching races back in replay mode is surprisingly fun

​Cons

  • Difficult to find fully populated online matches
  • Fairly basic career mode
  • Heedless AI can spoil a race

6/10​
1 Comment

Burnout Paradise Remastered | XO | Review

16/3/2018

 
Burnout Paradise Remastered Xbox One review - Pass the Controller

A lot can change in ten years, and after a decade of working on Need for Speed titles - and playing second fiddle supporting the likes of Battlefield 1 and Star Wars Battlefront II - Criterion finally return to the franchise which put their name on the map to re-release its crown jewel: Burnout Paradise.

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​by James Michael Parry

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​@james_parry

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Developer: Criterion
Publisher: EA
Platforms: Xbox One, PS4
Players: 1-8

Building on the best bits of the six games before it, Paradise set racers loose in an open world with integrated online functionality for the very first time, which was a bold step for a racing game.

In 2018 though, with microtransactions and “live services” the flavour of the month, how does the game hold up? In short: very well indeed. Jumping back into Paradise City, ushered in by Axl Rose’s screeching (but appropriate) vocals to the song of the same name, a wave of warm nostalgia and excitement bubbled to the surface instantly.

Long before Grand Theft Auto Online made a city its playground, Paradise set an exceptional standard, and here it looks more beautiful than ever - thanks in no small part to the full Xbox One X treatment. The landscape looks the part without dominating your view or distracting you from the action, and the city itself is a complex maze of side roads, shortcuts and epic super jumps, daring you to smash a billboard or set a record time.

The weight of content on offer at times threatens to overwhelm, but fortunately the city itself offers a mix of busy downtown areas and sprawling mountain roads to let you absorb the action at your own pace.

​​After being given your first car - a reliable hunk o’ junk, more than capable of winning novice events from the off - you’re given a few fundamentals and sent away to discover the game’s many undertakings, which live at each intersection.
Burnout Paradise Remastered Xbox One review - Pass the Controller
There’s some variety to be found in the challenges you can take on, presuming you enjoy driving cars fast, of course. Simple races start and finish between eight predefined locations on the map - mirroring compass points - and let you take any route, with an indicator at the top of the screen letting you know if you’re on the right track, and even flashing road signs indicating whether to turn left or right to course correct you if necessary.

Road Rage and Marked Man behave in much the same way, asking you to take out or avoid being taken out by AI drivers across a set route respectively. Here, arguably, is where the most fun is had thanks to the game’s cinematic approach to both takedowns and even your own crashes, should you find yourself dramatically spiralling off the road and into oblivion.

Stunt Races do pretty much what they say on the tin, placing you at a specific starting location to rack up as many points as you can. There are multipliers for moves like barrel rolls and spins, or taking out a billboard or two, but it can be hard to make the most of them early on, before you know where the best ramps and shortcuts are.
You’ll find a selection of special cars, including the Delorean from Back to the Future, complete with hover mode.
Burnout Paradise Remastered Xbox One review - Pass the Controller
Burn Races are speed challenges for specific cars, which can be hit and miss depending on how much you enjoy the car in question. The time limits involved can be quite challenging, even from the beginning, so this is another set of events to come back to when you really know what you’re doing.

Progress through the game is gated by your driver’s licence, which starts as a learner permit and graduates through graded letters from D. Each time you achieve a new rank, your wins on completed events are reset, meaning you can revisit races and challenges you’re familiar with in order to push towards the next licence upgrade.

​As you gather wins, new cars are unleashed upon the city, making it a simple case of taking them out to add them to your junkyard - the haven where your suite of vehicles live. You’ll find a selection of special cars here too, thanks to all the DLC being included, giving you the chance to take to the streets in lookalikes of some of pop culture’s most iconic vehicles, including the Delorean from Back to the Future, complete with hover mode.
Burnout Paradise Remastered Xbox One review - Pass the Controller
Of course, as these cars are legendary (just like police cruisers and toy cars), they have pretty impressive stats, making them an easy shortcut for race wins in particular. There is a trade off though, in that many can be quite flimsy, and the ability to take a bit of damage without being obliterated is crucial in some modes.

Despite the AI’s aggression building as you climb the ranks, you’re often the biggest danger to yourself. With so many obstacles to navigate, including meandering traffic (though, thankfully, not pedestrians) you’ll find yourself slamming into walls and wrecking constantly, at least for a while as you get the hang of boosting around in your car of choice.

Each vehicle falls into one of a handful of classes, which have different ways of racking up nitrous, suited to the type of car it is. For example, a standard stunt class car gives you a big chunk of boost or fills your bar completely for going over ramps or pulling off tricks, whereas the aggression class is more risk/reward based, in that taking down other cars is a big win, but crashing out or being taken down takes away some of that hard-earned boost.

It’s elements like this which allow you to play the game in a way that’s more tailored to you, and the various systems all stem from previous games in the series, so if you had a particular penchant for Burnout 3: Takedown, you can feel right at home.​
Burnout Paradise Remastered Xbox One review - Pass the Controller
Venturing online - with a simple press of right on the D-pad - is a mixed bag. The forward-thinking drop-in/drop-out approach to multiplayer is a marvel which defines a “seamless online experience” even today, but the support systems in place around it are less effective.

You’ll launch you into Freeburn Online almost seamlessly, and other players will be loaded into their respective areas of the map. There’s a garage-full of challenges the tackle between two to eight players, as well as races which can be kicked off by the host.

The fact that challenges often require a specific location is the first major stumbling block, as without players making the most of voice chat (generally the norm in our limited experience pre-release) it can be tricky to get everyone together. There aren’t modern conveniences like group waypoints or text commands to try to coordinate everyone, and with an emphasis on making rivals online by taking down opponents, you can find yourself being smashed to pieces whilst parked at the side of the road navigating a menu.

While these are limitations also present in the original game, it could have made a big impact on longevity to have implemented a few community-friendly features, though, admittedly, as we were dealing with a pre-release audience, there’s still opportunity to be pleasantly surprised moving forward.​
From LCD Soundsystem to Beethoven, the variety gives you the opportunity to cruise around with a soundtrack that works for you, with every song feeling like it belongs.
Of course, with friends it’s a whole different kettle of fish and the unhelpful map aside, players who’ve got to grips with where things are shouldn’t have too much trouble taking on a fairly wide variety of challenges, from performing near misses on traffic as a group to one player jumping clean over seven others lined up below.

Burnout has always been up there with the Tony Hawk’s Pro Skater and SSX series in terms of iconic and engaging soundtracks, and Paradise Remastered brings that magic back with all but two of the 92 original tracks making the cut. The variety on offer, from LCD Soundsystem to Beethoven, gives you the opportunity to cruise around with a soundtrack that works for you, with every carefully curated song feeling like it belongs.

That’s especially complementary to the vast, over-the-top playground of Big Surf Island, which feels a little hidden away, located to the east of the city. Another expansion, here there are unique cars and mega jumps, which crank up the more common super jumps across the rest of the city to 11, often seeing you hurtle halfway across the entire island.
Burnout Paradise Remastered Xbox One review - Pass the Controller
In fact, so extensive is the amount of unlocks and areas to explore, Paradise Remastered could prove a near-endless rabbit hole for completionists. Not only do you have 475 no entry gates to smash, but also 165 billboards. Once you’ve done all that, there’s over 140 cars to unlock (though some are available from the get go) and you can set speed times for every single road on the map, both online and offline.​

It’s perhaps forgivable then that one of the staples of the franchise, Crash Mode, where you attempt to cause as much damage as possible at a single intersection, is absent from this game entirely, thanks to Criterion’s past decision to spin it off into its own little game called Burnout Crash!. With such a vast amount of content to explore though, across a stunningly beautiful world, it’s easy to forgive this omission.


Burnout Paradise Remastered is a slice of pure joy in a gaming landscape which has arguably become unnecessarily complex. Re-releases aren’t everyone’s cup of tea, and making a habit of such things is an issue in itself, but this case feels well-deserved and expertly executed. The original Paradise raised the bar for what racing games could be, and it arguably hit a high Criterion themselves have failed to recapture since. Remastered has us feeling things we thought were long gone and is an outstanding and hugely rewarding addition to any arcade racing fan’s library.

Pros
​
  • A beautiful open world that looks better than ever
  • Stuffed with things to do, unlock & explore
  • Not only holds up but reminds us how ahead of its time it was

Cons
​
  • Despite being seamless, online hasn’t aged quite as well
  • Bikes are an afterthought at best
  • No Crash Mode

9/10​
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