Fast Racing Neo (WiiU)

  • Thread starter Thread starter MeanElf
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I'm happy with more complex designs, and relieved that they aren't just more speedways like Scorpio Circuit or Avalanche Valley. I think some of the DLC are among the best tracks in the game, and by multiplying my personal favorites the DLC has boosted replayability in the long term.

Mori Park is as technical and satisfying as Cevo Canyon, New Zendling and Kuiper Belt are a thrilling ride on Super/Hypersonic, Pyramid Valley and Antarctica on Hypersonic are a tense fight with gravity and inertia, and The Haze and Zenshoh Habitat offer unique hazards. Iceland is surprisingly a dud, though trying to nail all the boost orbs and pads on what seems to be the best route is challenging enough.

Too bad the online activity appears to have only seen a blip on the day the DLC launched, at least in my experience of checking it out. Also, the vehicle profiles are a bit underwhelming to be a bullet point on what you get for the DLC.
On-track obstacles just come across as too gimmicky for me, especially when I need to watch the horrendous crash animations if I hit them. :lol:
 
On-track obstacles just come across as too gimmicky for me, especially when I need to watch the horrendous crash animations if I hit them. :lol:
I get what you mean. The moving wall panels in Mori Park are especially unjustified compared to, say, the shipping boxes in Mueller Pacific.
 
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