![]() Creating new car stickers for example: instead of just being able to read normal picture files through the in-game menus you are forced to go through the following process:ġ. Designed to make the process of downloading and uploading user created content easier, but it is still very apparent that Trackmania 2: Canyon is one of those typical PC experiences where user accessibility has not been at the core of the design. The only thing it takes to elevate your experience of the game is a little bit devotion and patience.Īnd this takes me to the next subject of the review - the link between the game and the community - Mania Planet. There are also new car models, building blocks and textures that pop up from time to time and I really recommend players to keep their eyes peeled on the official forums for the latest news. ![]() I've already downloaded a couple of mods that transform the brown and orange canyons of the original release in to lush, green fields and arctic tundras. This is where the truly ambitious use their creativity. Just have a look at the thousands of user-created tracks that are available online to see just how much diversity these simple building blocks can result in.įor those who want to take it one step further the game has been designed with the mod community in mind. The area you're building on is grid based and on it you place bits of road, jumps, loops, tunnels, turbo pads, etc. The advanced tool is actually rather accessible and can be mastered quickly. The tool comes in two versions, simple or advanced. The foundation is laid with the track editor. Thankfully, the community is already coming up with great stuff. Nadeo obviously plan on releasing more titles with new building blocks, game modes, environments and updates in the future, but until that happens we will have to rely on the community to provide us with content to keep the game fresh. In general the content that comes with the release is rather bleak- you've just one environment (Canyon). The popular platform and puzzle mode from previous games is sadly missing. ![]() If you'd rather race locally there is the option of competing with a friend on a split screen.Īt the moment almost all modes focus on getting to the finish line as fast as possible. If it was a race where physical rules applied it simply wouldn't be Trackmania. It's a unique and well functioning system we recognised from previous entries in the series. Each round gives you as many tries as you want within the allotted time to clear the track, and at the end all player results are listed. It comes across as racing against ghosts, but this is happening in real time. It's you versus the track, and the other players are simply there as visual references. During normal circumstances this would have been a technically daunting task, but Nadeo has managed this by simply eliminating all kinds of collisions between players. Upwards of 200 (!) players can compete in one race. Playing online is a major part of the experience. That said, the difficulty can ramp up quickly depending on what track you're playing and what medals you're gunning for and the battle for supremacy on the online leaderboards is razor sharp. Thanks to the simple controls anyone can enjoy Trackmania 2: Canyon, even those who normally don't touch racing games. This time around you don't lose as much speed when you drift. There is an increased focus on drifting this time around, where it was only a last resort in previous games. You perform massive jumps that puts Evel Knievel to shame, speed down vertical drops and force you vehicle into wide drifts. The sense of speed is so overwhelming that I feel as though I'm piloting a jet. The arrow keys are all you have to worry about. It's a game made as much for your inner architect as it is for the racing fanatic.įrom a gameplay perspective Trackmania 2: Canyon is arcade racing at its purest. Trackmania 2: Canyon should be a perfect fit for me, as it is a racing experience that relies heavily of user creativity. ![]() I have spent countless nights building skate parks in Tony Hawk, drawing detailed fantasy settings for Heroes of Might & Magic III and designed my very own playgrounds of death in Halo: Reach. ![]() And it's a concept I still find incredibly appealing. Today, I tend to think that there was something about the immediacy of having an idea and realising it straight away that had me hooked. My dear mother has told me that if there was one thing I loved unconditionally as a child it was Lego blocks. ![]()
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