Rob: What was good was that the streets were chock-full of regular cars and civvies going about their daily business, so there was real potential for carnage. And there’s plenty of room for petty rivalries and squabbles to develop too - our games descended pretty quickly into eight of us trying to mash each other up, rather than come in first.
Tim: Er, I think you mean seven of us. You just hammered off, not even bothering to fire a weapon, and took the corners like you were at a DMV test center - all just to come in first.
Rob: It’s all about the winning, Tim. As any racing fan will tell you, these kind of demolition derbies are often won or lost on the first few corners, so - sneaky git that I am - I chose to hang back early doors, wait for the inevitable carnage to ensue as my seven rivals all hit the first corner (and each other!) at once. Then it was simply a matter of avoiding bullets and opening up a bit of daylight, and cruising to victory while they fought amongst each other.
Tim: Waypoints illuminate the path ahead, though cheeky shortcuts were available for those willing to find them. I liked the opportunity to abandon your ride if it became too mashed up.
Rob: What about the steering?
Tim: Yeah - that’s a tiny concern. It seemed like the faster your car got, the harder it got to handle. Half my car’s bumper was hanging off by the time I took the first corner! I suppose, that’s probably in line with the more realistic feel of the game as a whole.
Rob: Oversteer and understeer are too prevalent, meaning we often opted for crappier cars because they didn’t corner like mustangs. Hopefully this’ll get some tweaking.


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