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I’ll also say up front I’m not particularly fond of most acceleracers tracks in Distance. I do like the settings and they tend to have good visuals, but the gameplay doesn’t tend to translate well when being faithful to the source. So take that how you will.
-great visuals (most of the time)
-well made set pieces and strong consistent theming.
-a few fun and interesting segments to drive
-original level
Cons
-wildly inconsistent difficulty
-some long stretches with next to nothing happening
-minimal hazards that only exist in limited sections
-some barren rooms, more an issue when not much is happening driving wise
-un capped splines (hurts the otherwise great quality of visuals)
The aesthetics, visuals and set pieces are generally pretty darn good. It did feel like an acceleracers realm, without falling into too many of the pitfalls that many of them do. The very early part of the track isn’t particularly interesting, but that’s more to do with the theme and physical setting. With all of the cool looking stuff hidden inside the tomb, so fair enough.
Those narrow areas are too narrow and too tight to drive in a reasonable manner. Another problem is the guard rails are scaled down too much to actually prevent going over the edge at all. Unfortunately you can’t scale track splines on different axis to fix that. Best bet would probably just make the road way wider than the hall and let it actually go through the wall. Being able to slip between the road and wall and get crushed, or fall out of the level, feels bad. Also those hallways need to be wider or something.
I know it can be hard when you have a really strong artistic vision for how parts of a level should be designed. But you gotta play these through and make sure they actually feel good. Particularly compared to a game like Trackmania, which I myself enjoy as well, I know there are some ideas that are really cool, that just don’t really work out for Distance.