
I knew after just a couple of minutes of playing TrackMania Turbo's demo that I needed the full game in my life, so it wasn't long before I was in my local game emporium picking up a physical copy. (Discs rule. Yes they do.) And I've been spending some time with the full version. Here are some things you might like to know about it.
It's an arcade racer with gloriously old-school handling
That means tapping the brakes to suddenly find yourself going sideways, powersliding around corners, releasing the accelerator to slow down only when you absolutely have to, and all that good stuff. It's not realistic in the slightest, but TrackMania has always been about having fun that just happens to be in cars; it's never been trying to be realistic, and it's always been all the better for it.
There are four distinct environments, each with a very different feel
Earlier TrackMania titles incorporated multiple environments, each of which had its own unique vehicle with its own unique handling. TrackMania 2 bucked this trend by releasing each environment as a separate game — Canyon, Valley and Stadium. It was a controversial move that some saw as new publisher Ubisoft trying to make a bit more money off the game and perhaps it was — but each of these environments was very well fleshed out with plenty of variety. Plus each individual game was a fraction of the price of a brand-new triple-A game.
TrackMania Turbo incorporates revamped versions of the Canyon, Valley and Stadium environments from TrackMania 2 and adds its own Lagoon environment to the mix. Lagoon is somewhat similar to the Island environment from TrackMania United, but with a few additions — most notably magnetic rollercoaster tracks that your car sticks to, allowing for corkscrewing, loop-the-looping and all manner of other acrobatics with zero risk of your car flying off into the sunset or plummeting from a great height into shark-infested waters.
Pleasingly, each environment feels very different. The Canyon cars are extremely drifty — we're talking Ridge Racer territory here. The Valley cars, meanwhile, are a little more twitchy, plus the wider variety of road (and off-road) surfaces means that you have to adapt to several different ways of throwing your car around. The Lagoon cars are the most sensitive and grippy of all, able to get around very tight corners without having to drift (or even slow down, in some cases), and the Stadium cars are much like their counterparts from the previous games: heavy but grippy, with the ability to throw them into a drift with judicious application of the brakes.
There's a 200-level campaign
Yep, 200 races for you to complete. You can't just challenge them in any order, though; you have to start with the "White"-level Canyon tracks, then attain enough medals to unlock the "White" Valley tracks, then the "White" Lagoon tracks and finally the "White" Stadium tracks — only then will you be able to move up to the next tier. The top two tiers of difficulty require silver and gold medals respectively, while the first three only require bronze medals.
This structure is a bit more restrictive than past TrackMania games in that you can't jump back and forth between each environment's mini-campaign if you get fed up with a particular track, but ultimately it gives the game a good sense of progression.
There's a bunch of ways to play multiplayer
TrackMania has always been an incredibly overlooked local multiplayer party game, and hopefully its jump to consoles will help fix that. Turbo incorporates a number of different ways to play together.
Split-Screen is self-explanatory: everyone races together, first over the line wins, and the overall winner is determined by a best of three. This is noteworthy for being one of the only four-player split-screen games I've seen on the last two generations of consoles.
Arcade mode is a flexible mode where you can pick a track and then attempt to set a time using three "credits". The top ten times are recorded on a high score table, so you can challenge your friends to beat your best times that you've previously set — or have a mini-tournament there and then.
Hotseat mode is most similar to the previous games' multiplayer option. Up to 16 players can play in turn, each of whom is given a full tank of gas. Each player then attempts to set a time on the course; if the current leader is beaten, they then have to try and beat their challenger. The process repeats until everyone has run out of gas, and whoever is top of the leaderboard at that point is the winner.
All these local multiplayer modes can be played using any of the 200 campaign tracks (all of which are unlocked from the outset — no need to play single-player to open them up for multiplayer), any tracks you've built using the game's track editor, or a randomly generated track that the game builds for you. This latter option is fun, but a little time-consuming: you can watch the game building the track piece-by-piece, then it has to spend a few moments calculating shadows for the objects it's added. (Pro-Tip: choose "Fast" rather than "Nice" for lighting quality unless you want to wait a good 3 or 4 minutes before you can play the track.)
It's built for console
TrackMania has always felt like a PC game. And I don't necessarily mean that as a positive thing. Past installments have been highly customisable and expandable, but this came at a price: a clunky, inconsistent interface and an online component that required you know about (and are able to set up) dedicated servers and suchlike. The game was considerably expanded by a worldwide community of modders, in other words.
TrackMania Turbo doesn't support mods, nor does it do dedicated servers — at least not in the same way as the earlier PC games. This, naturally, has made the PC crowd get furious as they are wont to do, but really for the average player it's a change for the better. Multiplayer is now a case of just creating a room or joining an existing one. The interface is consistent and controller-friendly. You don't need to worry about having the right mods installed just to make other people's cars show up, or spend time tweaking settings to optimise performance. It is an overused phrase, but TrackMania Turbo just works, and thank God for that.
It's the best arcade racer for years
While many of the more "arcadey" racing games have gone in the open-world direction over the last few years, making for sprawling, unfocused experiences where you dribble from one type of activity to another, TrackMania remains so true to its arcade inspirations that on its title screen it prompts you to "insert coin or press X", followed by the sound of a coin clunking into an arcade machine when the main menu appears.
It's presented well, with a clear, uncluttered interface, wonderful handling and a pick-up-and-play nature that is accessible (but challenging) to all ages, and with the combination of the track editor, the ability to download other players' tracks and the random track generator, has potentially limitless replayability.
So if you like arcade racing — or the technical, puzzle-like stunt racing of titles like Ubisoft stablemate Trials — then you absolutely, definitely should pick up a copy of TrackMania Turbo as soon as possible.






Life can't be interpreted in such black-and-white terms, however; there are myriad shades of grey, and this becomes particularly apparent over the course of the Senran Kagura series' overarching narrative threads and themes. In Senran Kagura Burst, the "good" shinobi of Hanzou Academy came to understand a little more about their "evil" Hebijo counterparts and that they weren't so different despite their theoretically opposing ideologies; in Senran Kagura Shinovi Versus, we learned the truth about this stark good-evil divide: it's an artificially created construct intended to provoke bloodshed between the two opposing sides, the net result of which lures horrific creatures known as youma out of the darkness so they can be slain by high-ranking shinobi.
In Senran Kagura Burst, the relationships between the Hanzou and Hebijo girls was explored through each of them fighting one another and coming to an understanding with their opposing counterpart. It was revealed that "evil" is actually a more inclusive concept than "good" in the world of Senran Kagura, since "good" can turn people away for "not being good enough", while "evil" accepts everyone, no matter how nice or nasty they might have been in the past. Indeed, Burst's storyline — particularly the Hebijo-specific path — takes great pains to humanise the Hebijo girls and depict them as interesting, flawed and often tragic characters who all have their own reasons for turning to the darker path.
This paired-up action is more than just a gimmick, too; the way it's presented really creates a strong sense of these characters being real people and having actual feelings towards one another. Whether it's the tomboyish, loudmouthed Katsuragi giving the emotionless Hikage an enthusiastic high-five after a successful combat or the dour but utterly besotted Yagyuu catching her darling Hibari in a perfect princess hold after a joint special attack, the game's beautiful animations are absolutely packed with personality, giving each character both a unique look and feel, making them all instantly recognisable.
Unfolding across five separate chapters — each with an escalating focus and scope from the previous — and culminating with some dramatic moments of personal growth and epic conflict in the final chapter, Deep Crimson's narrative is a strong one that is paced well and feels like it's the series really hitting its stride. While Burst in particular felt like it was more concerned with introducing the characters and their relationships with one another — no bad thing in a series as characterisation-focused as this — Deep Crimson feels like the overall narrative of the series is moving significantly forwards. The characters aren't treading water: their personal growth in the previous installments is acknowledged and used as a basis for this game's narrative to build on, and this is where the particularly rewarding aspect of complete series familiarity comes in. It has, so far, been an absolute pleasure to witness these girls growing up and finding out more about themselves, their place in the world as people — and their place in the world as shinobi.

