2258: TrackMania Turbo: Impressions from the Full Version

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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.

2256: TrackMania Turbo Demo Impressions

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Those who know me well will know that I’ve been a huge fan of the TrackMania series since the original release of TrackMania United, and have spent many hours on the various updates to United and the eventual follow-ups TrackMania 2 Canyon, Valley and Stadium. So it was with some excitement that I realised that the next official sequel, TrackMania Turbo, was releasing this week, though I was torn on whether to pick it up for console (PS4, in my case) or PC, which has traditionally been the home of TrackMania.

After playing the PS4 demo for a bit this evening, I think I’m going to grab the PS4 version. I’m very impressed with how at home it feels on console — much of the clunkiness of the PC versions, particularly in the menus, has been tidied up considerably, making it much more controller-friendly, and the addition of a variety of local multiplayer modes makes it eminently suitable for console play. It, so far, seems to be a highly polished product, which addresses what has always been my main criticism of the series as a whole: the fact that in terms of gameplay, it is wonderful, but in terms of interface and user-friendliness, it has traditionally been a ridiculous mess, only made worse by the gazillions of mods server operators apply to their custom dedicated servers, making the game screen more complicated than your average MMO come raid time.

PC players on Steam seem to be a bit salty that TrackMania Turbo has stripped out a number of features they’ve come to take for granted: specifically, the ability for players to run their own dedicated servers and install gajillions of mods that make players’ screens look more complicated than your average MMO come raid time. And while this is a bit of a shame from the perspective of the game’s flexibility — something that TrackMania has always prided itself on — I don’t think it’s going to hurt the complete package, and in fact it may well be good for the series as a whole. TrackMania Turbo will serve as the friendly face of TrackMania, in other words, while the truly hardcore still have United and TrackMania 2 to play and mod to their heart’s content. Both of those games are still a hell of a lot of fun to play, after all — and surprisingly good looking, to boot, especially considering their age.

But what of TrackMania Turbo then? How does it shape up compared to its illustrious, if clunky, predecessors? Judging from the five tracks available in the demo, extremely favourably. In fact, if the whole game handles in the way those early tracks do, I’m confident that it will become a new favourite arcade racer.

The thing I like the most is the unabashedly arcadey handling. We’re talking Ridge Racer-tier drifting here: release the accelerator, steer around a corner and slam the gas back on and you’re going sideways. Hit the brakes and you’ll find yourself in an even tighter drift, allowing you to get around even the most ridiculous of corners without losing anywhere near as much speed as if you’d have to drive “properly” like in boring driving sims.

The game screen, sans custom mod clutter, is clean, clear and offers ample feedback on your performance as you play, including split times, worldwide and regional rankings, and fun little extras like arcade-style counters showing how far you’ve jumped or drifted for — a nice addition that gives the game a very “Sega” feel.

I was debating whether or not I wanted to grab the game today. Playing those five tracks in the demo has made me quite happy to pick it up, though; I can see it being a whole lot of fun, and I hope it’s a big success, helping to show console players the joy of this wonderfully silly but skillful and creative series.