Played the PC version for nine hours the past two days. I skipped TM2 because it looked like a hot mess from the start and I'm enjoying this a ton. It's really sad to see how little love the community aspect seems to have gotten, what with the underdeveloped online multiplayer and lack of options both server and clientside (has anybody found an option to hide player names?) But I'm mostly a single player/track editor kinda guy, myself, so I'm not bothered by that, personally. Still a shame that they seem to have dropped the ball. I wonder if there's any chance of future patches?
Finished getting all silvers or better in the green series in campaign last night, and finished building my first track. It didn't turn out fun to play, but there's so many exciting parts to discover and figure out before the real fun or making an actual, playable track begins! Especially since both Canyon and Valley are brand new to me, on top of Lagoon which is easily the most exciting addition to the series since Island back in Sunrise. Haven't come close to maxing out the "stuff" meter in the editor, either, despite early concerns. Turns out the ground itself takes up a fair chunk of it, and anything that removes or replaces ground, like carving out canyons, can actually refund some of it while adding complexity to the track.
Serverside graphics and music aside, I can confirm that there's still absolutely potential to make completely bonkers tracks. Custom camera angles are still in, on-screen text is still in, and quite a lot more graphical options than I had to toy with in United (that I presume arrived in TM2 since they seem to have reworked the engine with that), like HDR settings, color grading and fog that you can enable and disable mid-race with triggers in the editor. There's even a filter for camera dirt that you can crank up if you really need to. As soon as I get home from work, I shall experiment with making a night track with lower exposure and more bloom than normal and see just how sparkly I can make it look... Fun!
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