The short version of the story is that Tag wants to be a racer but he doesn’t have the money to race so his Mother fronts the money and finds a racing coach for Tag. After Tag starts to gain some recognition his car gets destroyed and Tag then has to race for the ModNation equivalent of “The Man,” his Uncle who works for Conservative Motors, a car company that makes really boring cars. After a couple races for Conservative Motors, Tag gets fed up and finds another way to keep racing. And, all the while, Tag slowly develops an arch rival in Espresso, the top racer in ModNation. This makes for a much more complex story than you get from most kart racers, in that the actual racing is the story as opposed to Diddy Kong or Crash Team racing game in which the racing is used as a method of obtaining things for the story. The story for ModNation Racers is just overall more realistic than the typical story of a racing game.
But story should not be the most important part of a racing game. The racing should be. And unfortunately this is a weakness in ModNation Racers. The weapons are somewhat boring in that instead of having a dozen different weapons they have just 4 weapons that get upgraded to greater levels of effectiveness. While this does make collecting weapons worthwhile it also makes first level weapons too weak to really be effective and top tier weapons so effective that getting hit by one of them can drop you from 1st to 8th in an instant. There is absolutely no insentive to use a 1st tier weapon, and once you get a second tier you may as well just wait for the third tier weapon upgrade because its just one more item pod. And during the eternity you have to sit waiting for your car to restart, they have already come out with 6 new games you should probably be playing instead of this.
And then there are the problems with control. Unlike Mario Kart Wii, where the controls are so smooth they could probably convince your sister to sleep with them without even getting her drunk first, ModNation Racers’ controls leave a lot to be desired. It is far too easy to take yourself out of a race for good. And when certain race requirements require you to spin or drift a certain amount in a race, you will often find yourself drifting to much on a turn and losing your directional control, or spin just a little two far while you are in the air, and land facing the wrong direction. The point is that they have you do too much personally and the controls become a little clunky, and in the end take away from the game experience.
However I have not yet spoken about the most unique aspect of ModNation Racers, the customization aspect. ModNation Racers goes to great lengths to give the user vast customizability in cars, characters and even race tracks. You have the ability to create your own race tracks using the same track creator the makers of the game used, or at least that’s what they claim. And though your car doesn’t go any faster based on how you design it, it does give creative players a chance to make their cars their own. Customizing your Mod (character) is a lot of fun too and even enhances the story a bit in that the Tag in the career mode, is whatever Mod you happen to have been using when you entered Career Mode. But if you don’t much care for customization and just wish there were some ready made characters for you to become attached to as your favorite like they have in every other kart racer, then you will be very disappointed with ModNation Racers because they have only one playable character that you didn’t personally create.
On the whole a good game, but if you are hoping that someone will have finally given us a kart racing game that will match the omnipresent Mario Kart, then sadly you will be disappointed. ModNation Racers for the PS3 and PSP gets 7.5 clever game references out of 10.
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