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#WHO MADE MICRO MACHINES WORLD SERIES FULL#
Vehicles are nippy and easy to get a handle on, but also just slippery enough to ensure there’s a high skill cap for those who dare to slide through every corner at full speed. It’s bothersome that all this is getting in the way of the racing, because at a fundamental level it all feels very nicely tuned. The things I’ll do for experience points. On the overwhelming majority of occasions, this meant that my ‘multiplayer’ races consisted of me and a grid full of dumb automatons, with an occasional fellow player or two tail-sliding away somewhere out in front. Initially I was impressed with the queue times, which are actually quite reasonable for a smallish multiplayer release, but it turns out that Micro Machines cheats here: if you’re waiting for noticeably longer than the estimated queue time, it just crams AI opponents into the empty slots and sends you off like that. Quick Play and Ranked modes both dump you into a queue without so much as letting you choose your region-a crime that I, stranded on Australia’s arse-backwards west coast in one of the most remote large cities in the world, particularly resent-and if you’d like to play on particular tracks, or without AI players, or maybe even without weapons enabled, then you can rack off back to the local modes, you picky pansy, because those aren’t options either. While you can set up local matches with the AI, it’s clear that Micro Machines is gunning more for the position of ‘beloved modest multiplayer standby’, and though I’m not one to hold a grudge against a game for forcing me to play with the other kids in the schoolyard, the least it could do is let me be a bit more choosy. You can probably deduce from this that my hopes of a substantial single-player mode have gone up in exhaust fumes, and you’d be bang on. It all feels just a little too familiar, although without the looming presence of microtransactions, the system seems to be largely in place just to provide some semblance of a progression structure. Playing online matches lets you level up, levelling up gets you loot boxes, and loot boxes get you four randomly selected cosmetics each, with in-game currency as compensation for duplicates. Many of your choices of wheels are decidedly exotic-a dump truck, a snowcat, a hovercraft, a knock-off Bond-esque Aston Martin-but for the purposes of racing, their differences are more or less skin-deep. Rather than everyone racing recoloured versions of the same vehicle around an appropriately themed track, there’s now a roster of a dozen distinct characters, each with their own personal transportation, tiered skins, taunts, and international accents of, uh… variable convincingness. That’s maybe jumping the gun a bit, but it certainly gives you an idea of where a lot of the modern design conventions in this new instalment probably came from.