Six months into the release of the Series consoles a patch has hit that raises this to 60 fps but sadly only on the Series X. Thankfully a few months later the game was patched up to a 4k resolution but it was still stuck at a floaty feeling 30 frames-per-second. Released at launch for the Xbox, the game was not ‘X enhanced’, even though the system had been out for nearly two years at that point. Speaking of those improved visuals… Sixty Frames-Per-Second Needs to Be Default Crazy jumps, great handling, and far improved visuals lead to thrilling races that are up there with the best in the genre. Also in the mix are more typical track races but even these feature hazards such as looping back over the same roads and having to dodge the cars ahead or behind you as a head-on collision at these speeds will total your vehicle. Using this death-mobile you try to sneak your way through over 20 large, angry, and all over the track buses. Another race has you in a Reliant Robin knock-off, a car that had a ridiculous 3 wheeled system where the 1 wheel was in the front. Instead of using beat-up cars, you’re all on rider lawnmowers. Your first race in the game’s meaty campaign is a destruction derby with a twist. There is a sense of mischief present in Wreckfest that permeates through every mode. Developer Bugbear is under no such directive though and it allows the game to shine. Damage is only cosmetic, and I can understand why. Forza and Gran Turismo get their car licenses with the promise to not allow said cars to be realistically destroyed. ![]() The dedication to realistic damage physics was simply not allowed in any licensed car games. Throughout my time with the early access version the game always felt special. You had a large playground to send your car flying with realistic physics that made every hit feel visceral in a way most racing games couldn’t match. The initial tech demo known as New Car Game reminded me of the stunt mode in Rush 2049.
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