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POSTED
7/8/14

TABLE TOP RACING
Ripstone



We’re
putting our cards on the table... and our sandwiches, toy trains,
sushi, OJ (he’s not particularly busy nowadays), melons, lube...
In a world where titular obscurity generally rules, it’s
refreshing to find a game that calls it as it is. Table Top
Racing involves racing, and that racing occurs upon table tops.
Think Micro Machines given a
Mario Kart viewpoint
(although masochists can still get Super Sprinty) and
you’re there.
Which might also imply that there are several
vehicles to race, numerous tracks upon which to race them,
innumerable upgrades to purchase and various modes. Guess what?
There are! There’s also a small selection of weapons – speed-ups,
rockets, mines and EMP whoomps - plus single player or multiplayer,
either locally or online.
Umm, that’s essentially it.
Vehicles range from peace lovin’ Kombis to seriously slicky burnout
racers, with all manner of getting trucked in-between. Race races,
do OK, bank bucks, then spend them on mods. This occurs glacially
however, so impatient types will drop real world dollars to upgrade
quicker – which, of course, is exactly what the evil geniuses behind
this want.
Still, to their credit – although their evil
brethren may dock evil points from them - you don’t need to get
microtransactional to play through TTR. As alluded to, you
just require patience – and plenty of it. Want to assail later
levels with the banger you started with? Nup. Grind away...
TTR looks fab, is admirably puerilely humorous (’Cluster
Truck’, anybody?) and it plays nice – in bite-sized doses.
Discovering that folk involved in the legendary Wipeout
poked their fingers into it makes sense.
But with limited
weapons, limited tracks, bastardly grinding needed for progression
and a habit of making you really bloody hungry while you play,
TTR woks gently, wather – erm, rather - than hard.
Bureau what we mean?
 
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