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Wreckfest gives me as much of a thrill outrunning the field as it does running someone into the wall in a corner, like a hockey player board-checking his guy through the plexiglass. The real fun is in one of the game’s more standard dirt track layouts, or even the pure asphalt oval. But hell, if someone did have the time and the proper insurance policies, sure, I could see something like this built for a stunt show, somewhere.
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There’s another (Death Loop) with a metal loop-de-loop that also seems well to the outside of improbable. The game gets a little indulgent with three of its courses: the Bonebreaker (it’s very hard to describe, but its purpose is to set up head-on collisions) and Madman Stadium, in which a jump-filled racing course rings a large dirt pit. It’s very hard to get mad about a race you could have won but were spun out in the last lap when that’s a legal tactic.ĭid we mention the soundtrack? Every one of these slaps. Online is as anything-goes as you’d expect in a racing game where slamming into each other is not only tolerated, it’s the point of the game.
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In it, players have their choice of mayhem-filled events - the demolition derby, the banger race and the figure-8 race, with some variances and novelties (like school buses and RVs) in the single-player career mode. Wreckfest launched on PC last year and made its console debut this year, which is why I’m so late to this party. The roll cages, the removal of anything glass on the vehicle, the railroad-tie bumpers are all straight-from-ESPN-circa-1983 authentic. Yes, everyone knows no one can get hurt in this game, but that’s on the players. Bugbear, which made FlatOut, really tried to set a field of beaters and bangers that resembled real life and behave as they would in it. There are no drivers going through the windshield, no exploding vehicles, no power-ups or health refills, features of other games in the variety. This may seem like an oxymoron, but the level of restraint in Wreckfest’s design is what makes it the perfect demo-derby race sim.
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