Tagged With racing game

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Within the last month, some amazing racing games have released. It’s been something of a micro-renaissance. These games — Wreckfest, Danger Zone 2 and Onrush — succeed because they avoid more serious-minded gear-grinding in favour of going fast and crashing loud.

While there’s joy to be had in examining a 1958 Aston Martin DBR1 up close in Forza Motorsport 7, these recent games aim for the platonic idea of cars many of us had as children. Fast, smashy and bright.

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On paper there’s a lot to do in The Crew 2. Ten hours in, my map is full of icons. Various races, skill tests, and other points of interest are sprinkled generously from Maine to Washington. Most of it gets boring pretty quickly, and the world itself feels barren and incomplete.

That’s probably why so many players are spending time inside their garages decorating their cars.

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Last night in The Crew 2 I drove from New Orleans to Manhattan in about 20 minutes. Behind the wheel of the free, workmanlike 2016 Mazda MX-5 the game gave me to start, I zig-zagged between other cars because one, I was going 240km/h and they were not; and two, narrowly avoiding collisions netted me 10 extra followers on the in-game social media each time I did it.

Exposure is one of the currencies The Crew 2 is built around, used for unlocking new types of events and vehicles. But despite the tens of thousands of made-up people allegedly tracking my progress, I felt pretty lonely.