Antigraviator (Review)

Source: Review Copy
Price: £19.49
Where To Get It: Steam

As Future Racers go, Antigraviator is an interesting, but slightly flawed one. It’s trying something different, and I appreciate that, but that doesn’t really change that it doesn’t, entirely at least, work well.

I would like to apologise for being good enough at Future Racing games that this is the only mid-pack screenshot I have.

So, it’s a Future Racer, so there’s gravity hovercraft wot go fast, a lot of tracks in varying locales in tournaments of increasing difficulty, a boost start (Gotten by holding accelerate just as 2 vanishes and 1 is about to count), and… No context for any of this. Nope, this is a racing tournament, just a racing tournament, and that’s all good, with no in-game lore. Interesting move.

But, make no mistake, the tracks are very pretty. Even in the first tourney, you go from a “standard” city setting, to racing over the ocean, through a canyon system, and in orbit. It’s lush, and it’s fast, and it’s here we start to see this minimalist future racing game fight with itself, design wise.

It’s fast, and there’s a lot, I mean a lot, of blind jumps and turns, sometimes quite hard ones, sometimes in quick succession. But don’t worry, because only grievous collisions slow you down more than a tadge, and, unless you’ve gone for a low armour craft (more on that later), getting blown up by anything short of leaving the track (an instant explosion if you don’t land on the track, followed, in most cases, by respawn and loss of all speed you’ve built up) is quite tough. Okay, cool, these design decisions appear to have cancelled each other out for an alright, if odd baseline. But then we hit the Deathmatch mode of races, and they’re longer, and harder to lose, precisely because you have so much armour (and so do some of the other racers.) So, how do you blow people up?

Well, instead of weapon pickups, you have, at pre-determined points of the track, traps. Some are near-certain killers (like the reverse controls/magnet trap) , some are, basically, weapons (the missile), and the rest vary between fitting and slightly silly, deadly and slowing. Most require someone to be in front of you to trigger, give you a temporary immunity that usually gets you through the trap yourself, and have the good feature of telling you whether they caught somebody.

The first time playing, it goes straight to the mandatory tutorial. Not sure how I feel about that.

Unfortunately, they also require you and the other racer to be in a specific set of ranges to trigger, which conflicts, somewhat, with the other main mechanic, boost energy. See, going fast by collecting boost cylinders, and then boosting with the up arrow (2 cylinders per boost, and you can chain them pretty quickly) means that, funnily enough, you can end up first very quickly, so most of these traps… No longer mean much to you, especially if you stay far ahead enough that traps mean nothing. Even if, due to the fact the AI racers are fairly good, you’re not in first, you’re going quickly enough that, by the time the icon on the back of your ship lights up to show a trap has gone off, by the time it tells you a trap is ready, and by the time you look away from your real visual focal point of the track ahead of the ship (because you’re going very fast) … You miss your chance. The better a racer you are, the less you get to see or use a feature.

I’m not going to lie, I don’t have good answers for alternatives beyond the traditional, and I can also see why the traditional is being turned down here: It democratises things, to an extent, as the traps are track dependent, not based on loadout, or pre-genned track items, or a semi-random weapon pickup. The higher armour definitely helps ensure you can keep your speed (mostly) in track design that just wouldn’t work if, for example, wall and other ship collisions seriously hurt you, so the developers can use all those blind, sharp corners and jumps that normally, I would be crying hatred for, from the word go… Indeed, the final track of the second tournament, Michael’s Bay, earns my ire for being more hostile than the tracks bracketing it on either side, a solid and frustrating difficulty spike in a game otherwise able to mitigate that.

Finally, we get to the customisation options, and my greatest mystification. Scaling costs, I somewhat understand, but they’re applied inconsistently. Non-body parts, for example, don’t have nearly the steep cost rises that the two other body types (one tankier, one the “hard mode” craft that’s supremely fast, but has far inferior handling and shields), and… The colour schemes?

Accessibility note: The cost of the item should not be below the stat bar, and should be bigger than it is. The cost is 100,000.

No, really… The final colour scheme costs almost as much as the hard mode body part, and each colour scheme is more expensive than the last, because… I genuinely couldn’t tell you. I have no answer here, and it both confuses and annoys.

In the end, with the odder exceptions aside, Antigraviator is actually fun. It manages to be fun despite its design decisions fighting each other like design decisions were a cage match. Its online play has rankings, but remains fun, and the quick race mode means, unless you want to buy from the somewhat limited part set, you don’t have to engage with the tournament structure, just… To have a good time. Doesn’t change the fact it confuses me greatly, but it does make recommending it for what it is slightly easier. Worth a go to see something different being done in Future Racing, a genre that, amusingly enough, has been highly resistant to formula changes.

Spaaaaace. <3

The Mad Welshman likes walls, so he’s glad he’s been given so much leeway to grind against them in racing.

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Slipstream (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Slipstream is a bit of an odd duck, because your enjoyment of it depends on your mastery of precisely one thing: Releasing acceleration very briefly, tapping the brake and a direction, and then quickly holding accelerate back down so as not to lose much speed.

Be it in cities, in tournaments, or just going for a ride, drifting is the majority of what you’ll do here.

Welcome, in short, to an arcade racer where drifting, drifting all the time, drifting then suddenly shifting direction to drift the other way, is king, queen, and probably most of the hierarchy. In fact, I can pretty much guarantee you that not drifting will lose you every single game mode in this game, a certainty that, alas, came from my very frustrating fifteen minutes before giving up and going to the tutorial.

But once you get the hang of it… Ohhh, just enjoy the ride, my friend. Set a particularly strong fan to blow your hair so you can feel free, as the ride is gorgeous, and the tunes are pure 80s synthwave. Gorgeous. There’s a couple of modes to play, but, really, the main draw is Arcade, an Outrun style outing in which you race through 5 of the fifteen tracks, trying to beat randomly drawn rivals in each stage, choosing between your next stage via forks in the road, and not letting the timer run out. Simple, fun stuff. It’s also amusing that pretty much all the racers are references to something or other, such as Bob Ross, Daft Punk, and, yes, Tak, the protagonist of Initial D, is referenced as well.

“Little brakes… Happy little brakes, that’s what we want here…”

So, it’s fun once you get the hang of its core mechanic. It’s got a great aesthetic, faithfully reimagining the techniques of yore and with a cool soundtrack. But does it have flaws? In short, yes. For all that its epilepsy warning is a good idea, one of its biggest potential seizure inducers is the difficulty select screen on Arcade mode, which flashes both rapidly and obnoxiously. As an Outrun style game, its tracks do lack a little variety, with only a few chicanes, and mostly, sharp curves that require drifting (or heavy braking) to pass. And then, there’s the mechanic for which the game is named, which, unfortunately, is a mixed bag… Essentially, tail a car for long enough that “SLIPSTREAM” is spelt in the lower right, and you get a speed boost. Useful? Not… Terribly. Most cars are slower than you, and a slipstream at the wrong time sends you… Boosting right into a car or a corner, for a crash that seriously impacts your speed. It isn’t great.

Nonetheless, overall, Slipstream is engaging, atmospheric, and, once you get the hang of the drifting, fun. It’s a score attack game I can see myself coming back to a fair bit. Solid, aesthetic conscious work.

Oh, wait, one minor niggle… The facial sprites aren’t scaled well in the score screen. That’s small potatoes though.

The Mad Welshman has the special ability to drift in the a-h wait, no, that’s the crash animation. NEVER MIND.

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BallisticNG (Early Access Review)

Source: Review Copy
Price: £3.99 (Soundtrack £5.19)
Where To Get It: Steam
Version: 0.94

Those who’ve been keeping track of my future racing endeavours may have noted that I’d had my eye on BallisticNG for quite some time, but, for one reason or another, I’d never actually gotten round to a review. So you can perhaps imagine my surprise when, after a break, I’d taken a look at this Wipeout fangame, and found… A lot of polish. The game’s come a long way from its early roots.

Yup, this is a fitting opening. The only way is indeed up… 😀

So, yes, BallisticNG is a future racing game heavily inspired by the earlier Wipeout games (1, 2097/XL, and 3) , and the usual rules apply: Several craft, each with their own quirks, pros, and cons (such as the Scorpio, which steers awfully, but goes like brown things flung from a stick), undertaking tournaments at various speed classes, with time trials, races (with and without weapons), survival mode (where you speed up regardless, and merely control steering), airbraking for harder turns, and a low poly aesthetic. To say this is extremely my jam on many levels is an understatement along the lines of “The Atlantic’s a bit damp” , and, funnily enough, this led to a lot of early criticism from me during the Early Access process, mostly to do with track design and time trial times.

Thankfully, that critique, and that of other folks, seems to have been taken on board, and the track design and difficulty curve is quite pleasant. A low pressure series of tutorials, the easier tracks in various modes… It handles pretty well. In fact, a nice touch I’ve not seen elsewhere is arranging tournaments, not by difficulty class overall, but by track groupings, so the introduction to each track is on the easier speed classes. The higher speed classes are as twitchy and nightmarish as you’d expect (Spectre and above requiring good track memorisation), and the lower speed classes feel fair, yet frisky. Good!

A beautiful place to live, ruined only by the noise of AG racers certain times of the year…

Aesthetically, the game is very much on point, with a variety of environments, craft, and tunes, all feeling good and looking fine. Add in some modding ability, with the power to import craft, create track layouts, and the like, and, honestly? There’s not a lot I can say that’s more than a niggle on the negative side, such as the base sound balance needing work.

BallisticNG, it seems, has finally achieved its potential. One set of updates before release. And that actually makes me somewhat happy.

Fly me to the moon, and let me raaaace among the space debri- ah, wait, doesn’t scan quite the same. The sentiment’s there, though!

I mean, if I wasn’t after some of the moaning I did, there’d be no pleasing me… Ehehe.

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Cologne (Review)

Source: Review Copy
Price: £7.19
Where To Get It: Steam

Cologne is an interesting idea: A tunnel racer, where the races determine sovereign ownership of planets. Okay, not a bad way to go about things, tunnel racers are relatively rare, and there’s a potentially interesting universe.

Many worlds, many tubes to race through to conquer them peacefully.

There are, however, several problems, all of which add up. Some are quality of life stuff: Yes, I would like to see my controls in the options menu, and, heaven forfend, maybe even change them. I would (BEEP) like to (BEEP BEEP) turn off that (BEEP BEEP) godawful alert (BEEP) noise for the (BEEP BEEP) fuel and coolant levels being low, a (BEEP BEEP DAMMIT) common occurrence until you level up your fuel meters (or collect enough fuel to shut it up for a good five or ten seconds), and remember that you have to manually apply coolant. What kind of race are we running, in any case, where nobody has enough fuel or coolant to finish the race? Baffling. Similarly baffling is the jump, which very briefly goes straight up. I’ve mostly opted to avoid jump loops as best I can, because the timing is pretty tight.

I’d like to skip the tutorials on first load, if at all possible, and definitely skip seeing the entire track every single time. Oh, and turn off the shattered glass effect when I’m damaged, that would be good too.

Can you tell how well I’m doing here? I’ll give you a hint: It’s not a 3.

It’s unfortunate, really… There’s the kernel of a simple, possibly quite addictive tunnel racer in here, but it’s bafflingly undermined at every turn by its design decisions. When even racing on Easy tracks is an exercise in frustration, the world building isn’t really used to any great degree, and when common quality of life features are just plain missing, it’s extremely hard to find the niceness beyond “Well, it’s a good core idea.” Oh, wait, the pacifist element: You’ve no weapons, and are relying on skill. That’s something I like, but alas, it just isn’t enough.

Cologne, unfortunately, gets no recommendation here at TMW. Which is a shame, because I do like my Future Racing games.

BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP

So many worlds, so little time.

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Auto Age: Standoff (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Auto Age Standoff is a game I foresee playing quite a few bot-matches with. Not because it’s a bad game, but due to the simple (and sad) fact that not every multiplayer game gets a playerbase. And, for all that Auto Age Standoff is, at the time of writing the review, a fun multiplayer game, and one with the much needed feature of playing against bots (and challenging ones too) when, say, nobody’s around to play, it is also a game that needs more players. Also, it’s a game that nails the aesthetic it’s going for.

Oh, yes. Puns. Those too.

What aesthetic is that? Saturday Morning Cartoons. Cheesy theme song? Yup. Bright and clearly cel shaded? Yup. Colour coded factions? Yup. Villain who possesses not just one name that makes you question their life choices, but two? Oh, hi, Bonecrusher who is now Dark Jaw, leader of the evil Jawlings!

So yes… In the far future, SAIGE, an AI who helped preserve the civilisations of the wastes, is being hunted by Dark Jaw, so he can RUUULE THE WORLD AHAHAHAHAAA!

Er… Sorry, villainous side showing a bit there. Anyway, she recruits a courier called Val Vega, and… Well, there’s more implied in the world, like the missing (in universe, but playable in game) S-Force, the Jawlings, and the like, but beyond the tutorial… Well, that’s your reason for fighting in arenas in bright, team colour coded vehicles. This, by the way, is the part where I get a bit sad more people aren’t playing this. Why?

Combat is quick and chaotic, but most of that is movement. Targeting is automatic at the right ranges.

Honestly, it’s fun. Vehicles each come with one special ability according to their type, such as Medium vehicles having self-repair, and Heavy vehicles coming with a ram damage booster auto-equipped, different secondary special abilities can be added (like auto-tracking turrets or drunk missiles), the handling is different enough that you feel it, but not enough to make anything but a tower feel like a brick riding on other bricks, and you can be really, really mobile.

Okay. Consider this for a second. Boosting into an enemy car. They get knocked back, you back up a sec, power forward, then… Jump and shoot them from above. Yes, these cars have jumps, boosts, and, with a good run up, can basically flip. Even if you do end up on your roof, flipping is quick and easy. So yeah, it’s pretty fluid, and the AI is fun.

Essentially, if you want something cool and multiplayer that you can play with friends, and practice with bots, Auto-Age Standoff is pretty fun. Sure, it could do with more SatAm cheese than the tutorial provides, but honestly? The developers are adding new maps with each update so far, the 8 maps currently in provide a fair amount of variety, and I’m okay with that.

Jawling Towers. On the one hand, very easy to topple. On the other, they have some *serious* weaponry.

JAWLING RECRUITMENT DRIVE.DOC [SAVE… UPLOAD COMPLETE]

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