Magic Racing Rally
August 26, 2013 Leave a comment
I don’t mind racing video games, but I’m bored silly by any real form of automotive racing. So naturally, I ended up with a boyfriend that’s a gibbering, foaming-at-the-mouth Formula One fan. Magic Racing GP 2 was made for him, not me. It was a game with old-school top-down gameplay, and that’s fine. Where the game made itself inaccessible to me was in the insane attention to detail of the nuances of racing. You had to calculate and adjust for every thing, right down to the types of wheels used. Yea, not for me. Then again, Brian and his F1-loving friends liked the concept more than the execution. The controls were pretty rough for GP 2. If they had been smoother, I think Brian and Bryce would still be playing it to this day. Hell, I think a lot of people would have. It had such raving devotion to the simulation aspect of F1 that I think people might have used it as an honest-to-God league, in the same way people set up Madden leagues or even Tecmo Bowl.
Magic Racing Rally is a much more simple game. There’s still a wide variety of race classes and cars (based on real cars but with thinly veiled name changes) with different attributes, but it’s nowhere near as terrifying for non-fans of the sport. Also, the controls seem more manageable. But, I was still quite bored by it. Mechanically, it’s just too basic. From a graphical point of view, it reminds me of one of those preschool race car toys with the magnets. Just a static screen with the cars and the skid marks they leave behind being the only moving parts. It’s quite low tech and not very stimulating, even though the courses are well designed. Hell, some of the courses are downright beautiful, but when you superimpose a little eight-bit car on them, it kind of looks silly.
The big draw of Magic Racing Rally is the sixteen-player online racing. Giggle snort chuckle ha. Look, kudos to them for thinking to include support for sixteen players, but you’re more likely to see Sasquatch rollerblading on UFOs before you find sixteen players at the same time. The best I could do was three players. Unfortunately, even with what felt like better controls, all of us kept crashing into the walls repeatedly. Only on the slowest class were we able to come somewhat close to staying on the road. Otherwise, it was like trying to trace a doodle in the middle of an earthquake. I’m sure with patience and practice, I probably could have gotten the hang of it, but I was not engaged enough to want to get good at it. I hate doing this, but I wasn’t Magic Racing Rally’s target audience. I think fans of rally racing might enjoy it, assuming that any of the dozens currently available titles from that genre no longer “do it” for them. The weird part is, the racing was never the best part about their original game. It was the simulation aspect. With that significantly toned down, I wonder who this was made for? I didn’t really like it, and actually Bryce didn’t like it either, and he’s into this kind of stuff. Oddly enough, as intimidated as I was about Magic Racing GP2, I think that was the better game. The marginally better controls don’t make up for the lack of customization. I do think the audience of devoted GP2 fans might enjoy this, but otherwise, this race is permanently stuck in a yellow flag.
Magic Racing Rally was developed by Magic Studios
$1 said “Rest in Peace, Microsoft Points jokes” in the making of this review.
A review copy of Magic Rally Racing was provided by Magic Studios to Indie Gamer Chick. The copy played by Cathy was paid for by her with her own money. The review copy was given to a friend to test online play with her. That had minimal feedback in this review. For more on this policy, consult the FAQ.
Gameplay footage via Splazer Productions
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