Problem #1 is that we never enjoyed the sensitivity of it. You can’t accuse KartRider: Drift of being in the slipstream of other games here – this is very much new. It’s certainly an innovative and unfamiliar take on the drift, and it took us far too long to master it (that second licence became a ballache, simply because we couldn’t initially master the speed-burst element). Now, we’re going to get subjective here, because we suspect that there are people who will like this system. The more you drift, the more you generate energy, and that energy can also be cashed in for a nitro burst. Depending on your control mapping, you tap the drift button on the approach to a corner, counter-steer to adopt the racing line, and then slip on and off the acceleration to grab a short speed-burst. A lot of emphasis is put on drifting around corners, and ranking well in online matches will be determined by how well you can use it. There’s a reason that Drift is in the title. More than most karting games, it feels like you’re spending a large proportion of time getting hit, but the acceleration is fast and the karts aren’t speedy, so you can quickly regain a position. But there are only so many shields, so you tend to hold out for as long as you can. You hold onto shields and time their activation so that you deny an enemy the thrill of taking you out. So it opts for a shield-heavy approach, meaning that KartRider: Drift has the parry and thrust of a fencing match. There’s a manic energy to KartRider: Drift, with weapons coming frequently and anarchy reigning. It’s the usual bombs, green shells and red shells reskinned as blander counterparts. In terms of pure track design, KartRider: Drift is decidedly par. The closest you get is some alternate routes and a few tunnels or cannons that propel you to the next section of track. There’s very little in the way of height, landmarks or notable moments. The tracks are plain enough that you can taste the vanilla. Controls are pretty simple, and you have two mappings to switch between so that you get the one you want. Then the green light triggers and you are thrust into the race. They can be in teams or without, too, so you can choose to play with one or three others, should you or the random algorithm determine that’s what you are playing today. Races are item-based or speed-races, which basically means with weapons or without. And it’s fine, with the odd annoyance, but mostly just okay. Right, finally we can talk about the racing. In the case of online matches, you also have to get some CPU matches under your belt, too, presumably to ensure that the online matches don’t have amateurs careening around. Hold your horses, as you have to play tutorials and then complete two separate Gran Turismo-style licences before that’s possible. You would imagine that you can jump immediately into a Grand Prix, or an online match with others. But it makes a certain perverse sense that we delay talking about it, as there’s some more obstacles to present. We found it to be a miss since the accessibility options are on-point we wanted to play with our kids, but without setting up a LAN, that wasn’t going to happen. Multiplayer is purely online, so you can’t do that drunk-karting thing that we mentioned earlier anyway. Some online modes don’t allow these things to be activated, but it’s more an exception than rule.Īn option that is notably lacking is couch co-op. The accessibility options are front of the pack in particular – you can auto-accelerate and auto-drift, as well as make several amendments to the UI and visuals. That being said, when you hide the game behind options, it normally suggests that the options are top notch. But it’s a layer of noise that points to the game’s priorities, and that might be why I’m irked.
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