Even this screenshot sums up the horrible lack of focus when driving at speed... |
Even for a distinctly early code, The Run is showing itself to have many problems. The premise for this title is hugely intriguing, as players participate in one long race from San Francisco to New York. Instead of winning on individual tracks, the objective of each section is to pass a certain number of opponents. During my time with the Buried Alive and Run for the Hills levels, I was dropped into the race at around the 140th mark. With a few miles to cover, the objective was then to pass at least ten cars. Failing to do so meant the section had to be replayed, indicating that EA are implementing a Fight Night Champion like narrative into the mix. While each part of the game feels traditional in the sense it forces you to come first, it also provides a grand scale to the racer that is often overlooked. Making your way through the pack, it's easy to feel part of something bigger than a one-off street race against random driver number six.
The A.I opponents aren't pushovers, either. Stray too close to the edge of a cliff, and expect them to put the boot in. At this stage, there wasn't much of a tussle to be had, as EA made it clear the collision system was too sensitive. They were right too, as a minor crash could send my vehicle heading for a nearby wall as if it was being driven by George Michael. It's important the developers picked up on this, as The Run currently suffers from the lack of a good old fashioned tussle. It would have been nice for this to be ironed out before the preview took place, but alas, it wasn't to be.
Care are beautifl abd sleek though, as you would expect |
From what I experienced, this title can be extremely exciting, but a number of design flaws limit the fun. Racing games often include a rewind feature, letting players zip back a few seconds after a crash. This is usually helpful for regaining momentum and getting back into the mix without the hassle of losing many places. When EA decided to implement this into The Run, they obviously felt the needed to tamper with it, probably citing that they need to find another gimmick in the bid for originality. Rewinding time in The Run is exactly that. If you crash, the option to literally suck a few seconds off of your lap time is put in place. Players get a number of attempts to make their lap as perfect as they can, and while this seems fair on the surface, it actually breaks the function of the game.
The Run doesn't reward those who can get through the track without any crashes, it throws better first-time driving back in their face. It's likely that the person who crashed twice and took four minutes to complete the race will actually finish higher than a player who had a perfect sprint and took three minutes. By yanking back the time after their crashes, sloppy drivers are provided a chance to improve their route, while others are not. To round this feature off, every rewind is currently greeted with a lazy image of smashed glass forming back together. Hopefully, EA plan to amend this massively.
Track designs leave something to be desired |
It's difficult to be too upbeat about The Run. An intriguing premise is currently backed up by sloppy design and uncertainty as to whether all the issues will be sorted out. There's little doubt Criterion set the bench mark with Hot Pursuit, and I'd be surprised if this title challenges the Burnout boys. It has to be back to the drawing board with this one, as right now, Need for Speed is quickly running out of worthwhile ideas.
Top Gaming Moment: One giant race holds lots of potential.