Crash Team Racing - the original one - is my life-or-death game:
the one I'd pick if some cartoon, alien villain came down to Earth and
told me I had one chance to beat them in a video game to save the world,
and one where I reckon I'd actually have a decent shot at pulling it
off, too. I have played it quite a lot, basically - so much that I
apparently can't even describe it without referencing it's
race-to-save-the-world Adventure Mode - and it's probably the only game
I'd say I'm actually, genuinely good at. I'm equal parts
relieved and delighted, then, to say that with Crash Team Racing:
Nitro-Fueled Activision and Beenox have absolutely nailed it. This is a
lavish, fantastically polished remaster.
For the uninitiated (sort your lives out), Crash Team Racing is
like Mario Kart only objectively loads better, firstly because it has
lots of odd, Prongles-tier characters in it that signify everything great and awful about this era of '90s brand nostalgia, and also because it actually introduced some great mechanics back in the day: namely an active power-slide function (similar to but I promise not exactly
the same as Mario Kart's) that not only let you drift around corners to
stack up speed boosts, at the risk of fluffing your timing and spinning
out, but also required you to actively hit the second shoulder button
at the right time to actually get the bonus speed. The later you leave
it the more chance of spinning out, but the higher the potential boost
in speed. It added - and adds - a brilliant layer of complexity to the
game's already cracking, intuitive handling: rather than being just
about a good line or good braking, cornering in CTR is about knowing
when to hop, when to break and turn mid-air, when to power slide and
whether or not to chance a chain of boosts. Boring caveat alert: We haven't been able to test online
multiplayer on live servers before launch, but feature-wise it's
fleshed-out well enough. Adventure Mode, meanwhile, is still a cracking
nostalgia trap.
Then there's the other standout feature, Adventure Mode, which it
borrowed from Diddy Kong Racing (a game I didn't play and so will assume
nobody cared about, because it definitely didn't earn a world record
for selling fast or anything). It's the main "story" for Diddy Kong
Racing and CTR alike, setting you up in a sort of 3D platformer cluster
of consecutive hub worlds to pootle about in, each with a set of races
and challenges within. Win the world's four races and you can face that
world's boss on their home track, beat that boss and you'll unlock time
trials and collectable tasks in that world, and the right to proceed to
more races in the next. Beat all the worlds' bosses and you face the big
boss, Nitrous Oxide, in a showdown for the fate of the planet.
It's a little on the short side, if you're just ploughing through
the races - it only took me three and a bit hours, although I should
stress just how uncomfortably familiar I am with this game and the fact I
mainlined the races only - but it's still a simple and surprisingly
neat hook, even now, providing a gentle, gradually scaling introduction
to the game's tracks and characters. If you do want a little more
challenge, and maybe have a craving for the days of hundred-per-centing
games like they were the only thing left in your life, there is still a
decent chance to test yourself in the much tougher time trials and
crystal-collecting arenas, which drag the mode out far, far longer (but
do also feel like someone's using all their powers of creativity to
squeeze every drop of "content" out of driving a kart around a track). For the nerds who care, Nitro-Fueled locks things to
30fps in both single-player and four-player splitscreen, although to my
eyes it still looks great. Digital Foundry will probably be digging into
that more, shortly. We played on a base PS4 and a Pro.
Where CTR really shines though, obviously, is the co-op. Couch-wise
Nitro-Fueled is maxed out at four players, as you'd expect, but the
split screen works a dream, bringing a familiar level of chaos that you
get from any kart racer like it. There's no detectable rubber-banding to
my eyes, in terms of raw speed, but again like any kart racer there are
better items that'll appear more frequently the further back you go -
masks that make you invincible, much faster, and knock up anyone you
bump into while they're active for a brief time; blippy blue thingies
that are basically blue shells, homing in and zapping most opponents in
front of you; and a clock that puts everyone else in slow-mo and locks
them out of using items themselves as you catch up. Naturally, things
get more bogged down in the middle of the pack, where there are more
people there to catch you with items and zone you out of crates or
booster pads, which means at the other end of the scale it's easier to
pull away even further once you get a good lead - but I've still always
found the item distribution to be a good balancer. You rely on them a
little, sure, but they're more a counterweight to the crowding-out of
the main pack than a total crutch: you still need genuine skill if you
want to close a gap from 8th to 1st. CTR's remastered tracks are stupidly pretty, and still
retain the original's delightfully off-brand wonk, but it's the game's
lasting, weirdly intricate layer of complexity that helps it stand out.
The nicely-tuned balancing is just one part of it though really: a
lot of Nitro-Fueled's karting just feels like a natural enhancement of
features you're already familiar with. You can collect Wumpa fruit, for
instance, for a boost to your top speed when you reach the cap of ten -
but having ten also means your items all get enhanced, too. Masks last
for longer; dropped TNT crates, that you normally have a chance to shake
off, become Nitro crates that explode on impact. Subtle things like the
placement of item crates, meanwhile, means that you need some
incredibly fine mechanical prowess to actually reach them, more so than
most kart racers I've tried. I still struggle with reliably hitting one
or two of the shortcuts or teasingly spaced-out crates even now, when
most tracks are committed almost entirely to muscle memory. There's a
constant sense of active decision-making going on - some shortcut jumps,
for instance, can only be made with something like an item giving you a
boost; some you can easily make without one and some only if you time
it immaculately, leaving them ever-tempting and
ever-disastrous, at least for the weak-willed like me, who seem
determined to throw away a lead.
I'd normally say that level of intricacy is what gives CTR its
longevity, the temptation always there to go back and shave an extra few
seconds off by nailing a certain jump, chaining a near-impossible set
of boosts or just getting all Forza and finding a better line. But with
Nitro-Fueled that's sort of moot, because Beenox has just gone ahead and
added another fourteen tracks - thirteen from the PS2's lesser-known,
locked-in-the-attic sibling Crash Nitro Kart (we don't talk about that
one), and an extra retro one for a laugh. There are also ten more
characters that I know of, again from the sequel we don't talk about
(CTR has a thing for hiding the odd secret unlockable but if there are
any more, barring the old cheat-only one I shan't spoil, I haven't found
them yet). And there's a surprisingly fleshed-out customisation system
too - all cosmetic only, and all seemingly only unlocked with coins
earned from gameplay, too, not a microtransaction in sight. Every
character has a handful of skins, and there are a wealth of
kart-tweaking options - from bodies to wheels and decals - again
cosmetic only, again unlocked with in-game progress. Beenox is also
promising at least three free "seasons" of DLC after launch, bringing
new tracks and characters including, you guessed it, an inevitable
appearance from Spyro. The tracks brought in from Nitro Kart are naturally less
iconic, but if you're anything like me you'll relish having something
new to learn.
Critically speaking I'm left with little, if anything, to say. I
was worried that revisiting CTR might feel a bit like going back to your
old school, where everything's much smaller than you remembered - and
maybe if it were just the base game that might be true. But Nitro-Fueled
feels more like seeing and old friend than an old classroom, even if
it's a pretty weird friend who refuses to grow up and still wears jorts
in public. It's just plain, dumb fun, a game completely unashamed of
itself even now. I think that's probably why, even beyond the enormously
generous treatment it's had from Beenox and under the nice, polished-up
hood, CTR is still one of the best kart racers ever made.
0 Comments