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9th November 2007, 07:19 PM
#11
Overall Review - Part 4.3: Tracks (The Classics)
The classic tracks come in two sets. The first set comes with the game and you slowly unlock it as you play. The second set is more free downloadable content. In the first set all the tracks are done in a "Tron" style, in the second set each track has it's own (simple) style. Overall, the second set show real polish and the first set show signs of being rushed. It's obvious that there wasn't really time to get them done right, we're probably lucky to have them at all.
CLASSIC - The revenge of green
W3O showed us that a very simplistic style (the prototypes) could still be excellent, and made for fantastic unlockable content. The lesson to be learned here is that "the prototype style" really belongs on prototype tracks, totally new tracks that weren't quite good enough to make the main game. If an old track is remade, it's best to really remake it, either with a new and unique style or with the style it was originally presented with. Still, there's definitely some good racing to be found in this league.
Karbonis
More of a pain than anything else, you'll be hard pressed just to stay on the track. If you can stay on the track, your next challenge is to keep off the walls. Karbonis (WO1) was originally a fairly large track, this miniaturized version bears little in resemblance to it. Bad Lead Designer, no biscuit.
SR: On this tight track, high handling is going to be more imporant than anything. You've got a lot of corners to make, and multiple difficult chicanes to get through. A lightweight high-thrust craft can really shine here, but can you survive long enough to win the race? Rating: Frustratingly difficult.
TT: This is one of the only courses that I would suggest training on TT for. Most tracks, training on SR is likely a better usage of your time, but on this track having opponents pushes the annoyance factor way over the line. If you're going to tackle this track, make it easy on yourself and learn it in TT mode. Overall, less hair-pulling will be involved. Rating: Constrictive.
Sagarmatha
This is actually an excellent remake of the 2nd WOXL speed track, and a great joy to race after the near-torture of Karbonis. One of the few tracks in the game with multiple long, flat, straight sections; if you can make the 90' turns nicely then great speed is possible. All that's missing is the snow-capped mountains of Canada...
SR: Be sure to hit the double boost pads and you shouldn't have much problem here. If you're already familiar with this track, you should take to it quickly. Rating: An excellent balance of speed and challenge, and also part of your complete breakfast.
TT: Taking the opponents out of the equation makes this track very simple. Just hit the boost pads, and fly... Rating: A fun run.
Manor Top
The most technical track from W3O returns!
The harsh 90's are terrible places to take damage, if you're slowed down then the low acceleration means you won't be able to make it from one section to the next. Not a nice way to track-out. The other serious danger is going too fast and airbraking too late and slamming sideways into the wall after one of the many hard corners, there just aren't enough boost pads for you to recover easily from something like that.
SR: Another good track for a high-handling craft, being able to fly a 90' turn smoothly is more necessary than anything else here. Even if you flew this track in W3O, it's little preparation for flying it in Pure. Rating: Highly challenging.
TT: Overcoming your own inertia is the only trick here, so it's rather straightforward at slower speeds but can be difficult at Phantom. Rating: Excellent corner training.
Mandrashee
You may or may not recognize this as being from Fusion, but all that's really important is that it's a good racetrack. The first set of corners is challenging to get through unscathed, and from there it's a speed run to a downhill jump and then two 90's to the finish line.
SR: The straight screwy section is full of weapon and boost pads, expect a firestorm every time you go through it. Getting the double boost pad before the finish line will often give you the win. Rating: A bit of challenge plus bit of fast always equals fun.
TT: It might take you a while to get used to this track, it does start out a little tricky, but once you've learned it it's pretty easy. Rating: A good showcase for all the basic track elements of Pure.
CLASSIC 2 - Continuing the proud tradition
They were able to put some good time and effort into this pack, and the quality really shows. Each track has a single colour theme to it, and it's surprising how well the design works. If you can't have an exact replica of the original track, this is definitely an excellent way to go. The tracks in this set are generally large and full of jumps you can BR off of, so craft with high shield and speed ratings will dominate.
Altima VII
The red track.
Similar to the WO1 original, but with imporant differences. This is a sprawling track with many hidden challenges. Like hitting all 3 boost pads on the sweeping left turn after the start line. What path to take on the downhill run. And avoiding hitting that low-hanging thing after the jump at Phantom.
SR: There's a lot of room on this track, and there's lots of time for weapons to play a big factor here. If you're having trouble flying the track, you might be able to win on weapon usage abilities alone. Rating: Surprisingly deep for what could've been a simple speed track.
TT: The challenge here isn't the time to beat (which is fairly easy), but more being happy with the line you've developed. There are lots of options available, and always room for improvement. Rating: If TT is your thing, you can spend a lot of time on this one.
Odessa Keys
The silver and blue track.
I hardly recognize this as having anything to do with the WOXL original, but I couldn't care less. Whatever method they used to create this track, they ended up with a beautiful racing experience. In no other track is the line you take so critically important. If your timing is perfect, you can turn your race into a high-speed rush. If you miss it, you're going to spend a lot of time slowly rebuilding your speed. Yes, it punishes you hard for failure, but it rewards you so nicely for success. For example, if your line is right, you can get a quadruple boost pad. You won't find another track like that!
SR: There are lots of opportunities for barrel rolls here, but you're probably better off conserving your shields for the assault you'll take in the corners you lose speed in. Since losing speed will be your biggest concern, boost pads are more likely to be your path to victory than weapon pads. Rating: Highly challenging and extremely rewarding.
TT: There's a lot of flexibility in the time to beat for this track, so you don't have to be on the perfect line every lap. Really blowing away the challenge time is easily possible. Rating: Easy to beat, but very difficult to truly master.
Porto Kora
The brown track.
Probably the best re-creation track in the whole game, very faithful to the original. It flies very differently in Pure from the W3O version though. There are a ridiculous number of opportunities for barrel rolls, so many so that you probably can't take them all: who has enough shield for that? If you like airtime, this track is for you.
SR: Do a lot of absorbing and a lot of barrel rolling and you really can't lose. Which doesn't necessarily make it an easy track to fly, but it's an uncomplicated path to victory at least. Rating: High-flying fun!
TT: All it takes here is consistent good laps. There are lots of boost pads, you can pretty much use that turbo anywhere you like. The wide right turn and the following downhill-left-uphill are the trickiest parts. Find a line that works for you and take it. Rating: Simple, but good.
Vohl Square
The dark blue track.
Definitely the trickiest track of the bunch, it gives you one technical challenge after another. Twice a lap it'll have you landing a jump inside a chicane, and this isn't W3O so you can't just "skip over" the chicane. There are lots of opportunities to track-out, be sure to avoid them all. Surprisingly tough is the final right-hand corner before the finish line, if you don't fly it right you track out off the left side. That final corner is very reminiscent of Exostra Run. There are several jumps, but none of them is a free BR, you'll have to be good to get it.
SR: The straight wavy track at the start has weapon pads and that makes the hard left at the end a shooting gallery. The chicane is a dangerous place for Bombs and Mines since there's a straight line through the middle. This track gives lots of opportunity for weapon attacks, so have a target and try to avoid being someone else's. Rating: Highly challenging and lots of fun.
TT: This technical track can really show its stripes in TT. With some effort and perfect laps, you can beat the track, but not by much! In Rapier especially, I found it tough to take that last second off my time. Rating: Quite challenging!
And that's all the tracks.
Or is it?
Next time: More tracks?!?
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