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About the product
- 4 Environments, 4 Kinds of Gameplay - Lagoon rollercoaster, International stadium, Dirty valley, Canyon drift
- Campaign Mode - Test your skills, win medals, unlock up to 200 unique tracks in over 5 difficulty levels, and progress in worldwide rankings
- Double Driver - Experience a fun and innovative twist on multiplayer! Team up with a friend and coordinate to control the speed and direction of the same car
- Track Builder - Play, design, or easily generate crazy tracks that can be shared to challenge other players in the community
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Step into the wild car fantasy world of Trackmania Turbo, where everything is about having fun chasing the fastest time. Discover the ultimate time attack racing experience with over 200 head-spinning tracks, set in 4 beautiful environments, each with their own play style. Highly replayable, easy to learn and hard to master, the arcade racing universe of TrackMania Turbo will keep you coming back for one last lap!
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What makes TrackMania great is the social aspect - time attack modes with large numbers of people on a server. A laid back, try it again, zen and golf kind of style. This is gone. Turbo has small lobbies, rarely filled. Advanced, granular leaderboards? These are present, but difficult to access and they don't seem accurate. There is no easy automated way to race other's, or your friend's, ghosts. When these things are removed, TrackMania becomes punishing without reward.
The solo campaign has frustratingly challenging, deceivingly linear progression that prevents you from playing the tracks or environments that you want to. There's a quality of life system called "Jokers" that let you progress easier, but it's still a grind and this system isn't explained anywhere in the game. TrackMania's physics and gameplay don't necessarily translate well onto surfaces like dirt and sand, so being forced to play through them is draining.
There's split screen! That's exciting, right? You can have fun playing time-attack in split screen! But you can't. There's no time-attack mode in split screen. This is borderline unbelievable.
The newly available analog controls don't seem to be embraced, and you'll be occasionally infuriated by the total lack of camera control. The UI is unintuitive and feels dated (although the graphic style is fun and fitting).
Somehow, TrackMania Turbo distills out most of the things that made up TrackMania's legacy, and doesn't add much in return. It almost feels like it was developed by people who don't like TrackMania. (I'm sure this isn't the case, and I mean no disrespect, but there are certainly odd decisions that were made here). The shame is, this was an opportunity to introduce console players to a fantastic game - and Turbo's release may have jaded new players by not showing them what TrackMania has to offer.
Don't get me wrong - there *is* fun to be had here - even for those who know what they're missing. The core mechanics and sense of speed on a television work as well as ever, the track editor is fully fleshed out, and I'm sure it could be a good game to play with the kids, But Turbo seems to miss the true spirit of TrackMania in spectacular style.
The loading screens feature amusing gems such as “To recreate the rally driving experience, have your companion jostle you while loudly shouting directions in your ear”, alongside other irreverent quotes, suggestions and advice.
Trackmania Turbo features several multiplayer options including traditional split screen, facing off against up to 100 people online at once, hot seat, and the innovative “double driver” mode.
As the name suggests, this involves two players simultaneously controlling the same car. There is a reason this isn’t a thing in real life, but it’s hard to deny the hilarity that can ensue in trying it in the game. If the car receives contradictory inputs (eg one player says go left, another says go right), then the car just goes merrily straight ahead until the drivers sort themselves out and get on the same page direction-wise, or the car crashes spectacularly, whichever happens first. Fortunately there are on-screen prompts indicating which commands the drivers are entering to help make the process a bit easier.
The downside is that while the game is fun, bright, and does not take itself too seriously, some of the tracks are frustratingly hard. Sure, if you miss a turn and go sailing over the edge of the track, you can hit a reset button and instantly return to a checkpoint or the start line, but on several tracks I found that I had frequently to line up jumps, turns and the like just right or it was a one-way trip to the reset button.
Having said that, Trackmania Turbo is overall a fun arcade racer that’s easy to pick up and play, either alone or with friends and let’s face it, it’s hard not to have fun while you’re recklessly driving a racing car upside down on a track segment that’s partially suspended by an airship.
It would be a lot more palatable if so many of the tracks didn't require greater steering precision than the standard Xbox One Wireless controllers provide. There are many times where you have to steer very precisely through narrow openings, requiring very tiny adjustments to course. That's not easy, however, because the joysticks on the Xbox One Wireless controllers (as with all such controllers I've ever used) have a little bit of slack around their neutral positions, during which they won't actually register an input. The minimum deflection they actually register results in too much steering, in many cases. This leads to 'digital' steering where you repeatedly give little love-taps to the joysticks to try to approximate the small adjustment you want. Which might be a subjective thing, but I at least find that exceedingly tedious & tiring.