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THIS MONTH I'VE MOSTLY BEEN PLAYING
Date: November 2008
Game: Trackmania (DS)
Reason: because dammit,
there has to be
a good DS racing game out there somewhere.
Racing
games are the DS’ Achilles heel. Since an excellent but unadorned
port of Ridge Racer 64 four years ago and a decent enough iteration
of Mario Kart a year later, the system has been noticeably lacking
in what’s arguably modern gaming’s most popular genre. Yet there’s
no inherent reason for it – RRDS shows that the machine is capable
of moving big, detailed scenery around at breathtaking pace (by the
later stages it’s terrifyingly fast) and can fit lots of
tracks onto even a small cart (at just 32MB, Ridge DS is only
one-eighth of the size of the DS’ biggest ROMs), and digital
controls didn’t stop games like the original Ridge Racer, Daytona
USA and Sega Rally being massive hits in the PS/Saturn era. So where
are the great post-2005 DS racers? And surely there must have been
at least ONE good one in the whole of 2008, the DS’s biggest year to
date?

Good luck figuring out where to go next.
Trackmania DS certainly isn’t it. Since your reporter’s valued
friend and colleague J Walker
of Rock, Paper, Shotgun
came back breathless with excitement in the summer after visiting
developers Firebrand for a preview, it’s looked as if the handheld
version of the hugely popular PC series might be the game to finally
wave the (chequered) flag for the DS in the world of racing. And
when it finally appeared this month, first impressions were pretty
encouraging – TMDS has a splendid engine that carries the high-speed
action along more smoothly than a greased hovercraft on a Teflon
ice-rink, even during the incredibly fleeting moments when there are
more than two cars on the screen at once. (Possibly because it isn’t
wasting any CPU time on bothersome collision detection – TMDS is a
time-trial game, and your “opponents” are ghosts who exist only to
provide a visual cue for how close you are to the target pace. In
fact they just get in the way visually, and there’s no point in ever
choosing to have more than the one whose medal time you’re trying to
achieve displayed. Oddly, you can’t race against a ghost of your own
previous lap time.)
But
like the same developer’s DS version of GRID from a couple of months
before (see below), Trackmania is a case of a great engine wrapped around some
really poor game design. Despite being capable of pretty stunning
draw distances, it spends most of its time lazily cheating you with
blind corners and jumps, giving you no possible way of working out
where you’re supposed to be going until it’s too late. The gameplay,
then, chiefly consists of speeding down the track until you fall
foul of some hidden obstacle or pitfall, then immediately
restarting, remembering where it was, and repeating the process
until you’ve trial-and-errored your way to the end. (It’s no
accident that there’s a one-touch “instant restart” button, because
otherwise there’d be a nationwide epidemic of smashed DSes.) For
those of you old enough to understand the reference, it’s Rick
Dangerous Racing.
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