70 people found this review helpful
10 people found this review funny
Recommended
0.0 hrs last two weeks / 19.1 hrs on record (3.3 hrs at review time)
Posted: Dec 3, 2015 @ 4:34pm
Updated: Feb 6, 2016 @ 9:54pm

Early Access Review
There are few games that can sell me on the gameplay alone, and Distance is one of those titles. If you enjoy arcady racing games with friends with style and substance, then you might want to pick this game up now.

Or wait until there is more to come.

Is There Enough To Go Around?

A common complaint about Distance is the minimal amount of creator made content.

There is a servicable "story mode" that is a good tutorial to wrap your head around the game's basic mechanics, but it's only halfway done. It also doesn't utilize all the game modes in it, so it's not a tutorial for everything. And if you don't screw up too much, you might get an hour and a half of substance.

But then you have to take into consideration the wide variety of user-created Steam Workshop maps right now. Currently there are over a thousand user-made content. Most of these maps are probably meant for solo so-hard-yet-so-fun players, not so much for multiplayer players. (Or it feels like it from what the devs showcase on their updates.)

The best way to think about Distance is to think about it as a game similar to Audiosurf. You can plug in your own tunes into the game, you can get tons of hours of enjoyment out of the game itself, and the amount of content is more to what is to your tastes.

Thankfully, you won't have to rely on crap-shooting for good user-made content. You can type in a custom search engine in-game to find the types of tracks you are looking for, whether it be thematic things like LIMBO or TRON or Super Meat Boy levels of challenge.

I've only played a single game of multiplayer with one friend, so I cannot say anything about the merits of tis multiplayer longevity. We had fun doing challenge tracks meant for one player while racing one another. (We intentionally crashed into one another a lot.)

Oh, and best of all, the game's multiplayer can be online or split-screen. Leave it to an indie game from EA to bring back the couch.

The point of this section is to state that however much content is left to add into the game, which I sometimes wonder what is left to do other than better optomize the game itself, you will find as much content as you're willing to put into the game.

You Sold Me On the Car

I'm not going to lie. When I saw what the car can do--fly, do barrel rolls for boosting, and for doing precise jump manuevers with antigravity tracks in Tron--I wanted to get into this game immediately. The inner child who played with Hot Wheels and who wanted to go drive around in Tron came out with this game, and I have no regrets for it.

However, because of the complexity of the controls, I don't think everyone will find them comfortable on the keyboard. Doing the necessary tricks to hop off one track and continue on another requires a lot of quick-reactions. Sometimes the maps themselves will limit your abilities, so you need to be comfortable with your controls.

It's a little difficult to explain, but the gist of the controls is you steer with one thumbstick and rotate the car with the other. You have a button to boost, another button to jump, and another button to engage flight-form.

The game utilizes all of these in complex manuevers. Sometimes you'll need to do a ninty degree flip to swtich lanes, or you need to maintain your boost by doing tricks to maintain your energy. Or maybe you need to engage flight-mode to get back on to the track when you fall off. It feels all natural to use when you get a feel for the controls.

Your car is also able to be split apart by lazers, buzzsaws, etc. It's a really interesting visual effect to cut your car in half--but you won't immediately lose if your car gets damaged. If you can sustain the car to the next checkpoint, your car will get auto-repaired. However, based on what gets hacked off, your ability to control the car is also changed.

The gameplay is very simple, but with all the different modes takes those mechanics into different manners of playing the game. You have a HORSE style mode, a time-trial mode, a Tony Hawk tricks mode, and a no-checkpoint-shorter-levels mode.

There is no weaponry or other arcady elements from other racing games if you were hoping for something like Sonic All-Star Racing/Mario Kart/Diddy Kong Racing in Tron. Nor are there AI opponents to race against like with those games. Distance isn't that kind of game.

At its core, Distance is a racing game with more flash and style. But with a really, really sick car.

Are There Other Dents?

The game can run very shoddy at times because of all the visuals thrown into the game, so if you want the best experience you should close other applications for the best performance.

Other than the optomization issue and the questionable amount of content, I don't know how else to criticize the game. The controls feel responsive enough; the gameplay offers more than racing itself; and the game itself is really, really good.

You'll have to ask yourself if that is enough to sell you on the game. If not the car, then check out the soundtrack too.

Rating of Completion/Competence

Here is a detailed list of my scale:

1 : A bug-filled mess with zero content or missing many features. Far too early to get into the games. Also, games that get updates infrequently.

2: A game with the beginnings of ideas, yet too soon to invest any time. Check back for updates to see if things improve. (Also, games that play well but do not have all the basic features, such as promised multiplayer modes.)

3: A game that is in a playable state, yet may not have all its technical issues sorted out. Features are all available--all game modes--while they may not be finalized. Games in this section are cautious recommendations to buy, so you should check the updates.

4: A game that is in a playable state, technically competent, and has enough content to be worthy of purchasing right now. Features are all accounted for and the updates for the game are frequent enough to not discourage cautious buyers. Of course, the timing of these updates should be with respect to the size of the development team.

5: A game that could be considered finished. It is in the final stages of development with balancing and other last minute changes to be resolved to be fit for release.

The simple raiting is a brief summary to describe the state of this game. The detailed rating goes into the nuances of what is available in Distance.

Simple Rating: 3/5

Detailed Rating: 11/20 (55%). A cautious recommendation only for the gameplay.

Content: 3/5

Multiplayer, all game modes, the second type of car (which gives a double-jump at the cost of no flight mode) and the Steam Workshop level editor are in the game. However, what remains besides the story mode is vague.

Quality: 4/5

The core gameplay is refined enough that I would consider it in a complete state. The only thing that may hamper it are the optimization problems.

Optimization: 2/5

If you wish to get the best mileage with Distance, then you don't want other programs to be in the background.

Productivity: 2/5

While I appreciate the community involvement from the developers making fan-made contests and showcasing their creations, I would appreciate more if they added their own content more frequently. Or simply finish the rest of the game to be in a playable state to get more interest.

The updates and bug fixes are frequent enough to let me know they are still working on the game. But I think so many people on the fence with Distance would buy this game if all the features were complete. We're nearing the first year mark of Distance--hopefully, as the devs state, we'll get the full product by 2016.

You can only get so far with selling me with the car before I start to question whether we'll ever reach the end.
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16 Comments
FlamboyantMongoose Jan 3, 2016 @ 5:20am 
so i was basing that off experiences playing in early september, late october, and recently

but since you mentioned 'user-created tracks' now it all makes sense

some people are making tracks that require ~1.7gb (or even just > 1.5 in general) to load which is fine for me with my quad channel 4x4 1866 cas8 but is probably going to piss off a lot of other people

i think the optimization update was the 4-->5 unity engine update so it already happened

i would say go with the vaunted track creators and, unfortunately, you have to acquire a 'feel' for the better tracks when viewing on the workshop page
Brian (The Schmaltzy Cynic) Jan 2, 2016 @ 1:32pm 
I know there's supposed to be an optomization update either soon (or it was included recently and I wasn't aware), so I was basing my experience based on what I played so far.

I will say that I have a lot more performance issues on the user-created maps than the tutorial itself. And I think that's fair because that's what you'll be playing a lot of with Distance.
FlamboyantMongoose Jan 1, 2016 @ 8:04am 
wait, you are having issues with the optimization?
i play the game at max settings on a 1440p monitor with videos playing on a second 1080p monitor as well as stuff going in the bgackground and it goes 60fps the whole way
Brian (The Schmaltzy Cynic) Dec 26, 2015 @ 2:52pm 
Thank you.
Starship Trooper Dec 25, 2015 @ 9:26pm 
great review
Californ1a Dec 3, 2015 @ 7:03pm 
Okay, so there aren't a lot of official maps, and there are a lot of community maps. Let's just assume 10% of those community maps are on-par with the dev's map, that's still 100 maps of very similar quality content to the devs maps. There's probably some of the community maps that even exceed the dev map quality. The user-made stuff can't just be discounted because it isn't made by the devs. Obviously if you only want to play "new" content, as per your "there isn't a whole lot to play for right now" statement, you're going to run out of "good/decent" maps after a few hours, even including the workshop, but it is an arcade racer, so the point is to replay maps over and over, going for better times, not just play a map once or twice and never again.
Brian (The Schmaltzy Cynic) Dec 3, 2015 @ 6:34pm 
I don't expect any EA game to have all the content. I admit I hold EA games to a higher standard like with people such as Super Bunny Hop by evaluating what you are buying into right now. (And update it when another huge content update comes out and with respect to the develepors' team.)

Even a game rated with a two on my scale is something good that can come out of EA.

I'm still recommending the game, like I did with Grim Dawn, but I am acknowledging that there isn't a whole lot to play for right now outside of the user made content.

I think EA games would be better products if people treated them like products. and maybe we'd have less of EA games that remain stuck in development.
Californ1a Dec 3, 2015 @ 6:26pm 
That's the thing though. It is in early access, so I don't see how you can expect the game to have all the content. It's not like the devs aren't working toward it, but because they want to avoid spoilers for the story in Adventure mode, you just don't see any progress made on it in the public builds. It's also not like the devs are just making maps for Adventure, they have to develop the systems they need in order to provide cutscenes or narrative, etc. such as this trigger system Kyle has been working on https://twitter.com/kyleholdwick/status/647449517860655104
They need to develop stuff like that before working on later parts of Adventure because they need to be able to utilize things like rotations, scaling, sounds, etc. when you reach a certain point in a map.
Brian (The Schmaltzy Cynic) Dec 3, 2015 @ 6:17pm 
While I appreciate the tweaks to make the game better, I wouldn't think of those changes as content. What I mean by content is what the game provides itself: Modes, playable characters/vehicles, creator-made content, etc.

Is a better level select screen good? Yes. But does it add more time to the play the game? I wouldn't think most people would notice those changes in the background.

That's not the only thing they're refining with EA. There is the replay screen, the announcer, and a better level-editor and the mutliplayer servers.

Bottom line: I don't think there's enough in the game itself to warrant people to buy the game right now, and that's the purpose of my EA review. It's just really, really good for what you have for the moment.
Californ1a Dec 3, 2015 @ 6:07pm 
The thing is that you're only looking at individual maps as "content" instead of all the core features and backend stuff in the game that the devs have also been working on. Those are the things they're pushing in public builds. Things like the level select screen, for example, used to look like this http://i.imgur.com/2Qhf4l9.png so once you had more then 40-50 maps downloaded, all those dots would fill the bottom of the screen.

Refract is doing a development process similar to Prison Architect, where they work on the story privately, and the full "1.0" release is based around the story, but the early access period is based on core game features instead of "content (story)" but they continue working on features past the 1.0 release.