![]() The likelihood of you persevering long enough to do so is highly unlikely. Levelling up is so painfully, glacially slow that you'll have to engage in hundreds of races and put in countless hours if you want to earn the achievement for gaining Prestige. ![]() ![]() The game's achievements aren't all that good either, most attained through blowing enemies up in a variety of ways in the Battle arena or collecting customisation items by levelling up and unlocking loot boxes. But if you're expecting a gratifying solo experience, forget it. Rope in a bunch of friends, and it's a different story, local play for up to 4 players a welcome reminder as to why Micro Machines was always the go-to multiplayer title back in the day. It takes an age to level up too, so much so that by the time you've hit level 10 and unlocked Ranked Events (the next season of which starts in 90 days), you'll have likely had enough. Micro Machines World Series proves something of a letdown that doesn't really lend itself to prolonged play. The arena-based Battle mode is a neat, suitably manic new addition. Would it really have been that difficult to include an option to switch power-ups off, especially given that there's the option to do so in local multiplayer? Online is prone to bugs too, with picked up weapons sometimes appearing after a delay, or lag rearing its head to ruin the party. That means there's simply no option to engage in pure Micro Machines racing online, which is a huge oversight. There are other problems too, like being unable to switch off the game's Nerf-branded weaponry, which includes bombs, Nerf blasters and sledgehammers, in the game's online modes. Its online offering is fairly scant, however, with only a paltry three modes - Battle, Race or Elimination - to choose from, the latter being Micro Machines' most recognisable mode. Battle mode is the only new addition, dropping players into arenas where they can blast one another into oblivion, while participating in objectives like King of the Hill, capture the flag or fighting over a bomb to deliver to the opposition's base. It's spot on, from a gameplay standpoint.Įssentially, the game's biggest downside is its lack of modes. There's no faulting the handling too, making anyone familiar with the originals feel right at home. Spider, Cherry, Jethro, Davey, Violet and the gang are all here, injecting a little extra retro charm into the game. While Micro Machines V3 on the first PlayStation is closer to World Series in terms of gameplay, in spirit, it clearly aims to bring back memories of Micro Machines 2 and Micro Machines '96, with the original character portraits from those games present and correct. The most important thing about Micro Machines World Series is that it's fun exactly as fun as you remember it being on the Mega Drive all those years ago, if you happened to be around back then. It successfully conjures that fuzzy feeling of nostalgia, its dinky vehicles all lovingly rendered while every environment possesses a tactile quality packed with incidental detail. Broadly speaking, these are mostly catered for, and it seems a tad churlish to complain when everything has clearly been crafted as a labour of love.Īnd that's really the most important thing about Micro Machines World Series. But as a veteran of the series, I can remember beaches and treehouses among the variety of environments, as well as planes, helicopters, speedboats and numerous other vehicles types. The game features only a dozen vehicles too, albeit with a wealth of customisation options to unlock. Granted, 25 tracks isn't a small number, and they cover almost all of the classic Micro Machines locations, from kitchen tabletops and gas hobs to pool tables, workbenches, outdoor gardens and others. There's a different kind of pool table hustle going on here.
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