

Every now and then a game comes along that NAILs all the features you'd expect of the genre so hard that you cannot even fathom why this has not happened earlier. The combination of the epic and rythmic music, sometimes tailored to the track experience with dynamic samples. The slick and ridiculously un-demanding visuals that bombard you with high fidelity light-effects while keeping the game super-fluid and fast. (i love that low poly-count aesthetic) The controls that combine the traditional with an additional touch of flight-controls to make you feel more in control, even if you just missed your turn. The track-design, varied and interesting, yet always readable enough to make your first experience with each track at least a mild success. Did i mention the speed? This is what ludicrous speed feels like. other reviews have mentioned the issues with the multiplayer. I would add an issue with not recognizing game controllers. (got 4 different ones, none are supported) Here is hoping this is not a one hit-wonder and keeps the highspeed futuristic hover-racer alive in the coming years.

This is it, the Game that makes you feel badass...all the time, even when things go lopsided. The 2D plane that the large ships are locked onto is a little strange and need some getting used to but the Way that the various objects like planets, moons, gasclouds and asteroid fields are build and looking does give the star-systems still a natural look. Gameplay is pretty fast and varied and the systems are buzzing with activity. The story is moving at an adequate pace, i haven't left the first system yet though so i cannot say how it evolves. Grafics are really fitting the setting well and together with the booming sound and music make for a very immersive feeling, no matter how unrealistic it may be. The only minor nitpick that i would prefer only subtracting half a star on the rating would be that as far as i have seen, the roster of ships you're able to fly is comparatively limited. This seems to be leviated a bit by the amount of customizations that ca be done to their system. A well beefed up frigate can take on an average equipped cruiser. Cargoholds can be enlarger to do trading with smaller and snappier ships. Also the trading is oddly realistic with localized marketprices: You'll only know what your shipment is worth once you've reached your destination, from afar you ca only guess the prices based on market average and your last visit to your desired destination. Looking forward to what Double Damage will do next. This is well worth your money and time if you don't expect a simulation.