582 Reviews liked by KyuuMetis


[UPDATE: 2.0 came out earlier today, and I've played more of the game. As such, I'm adding a few notes as I promised - the original review will be present below for the sake of posterity.]

- The AI has been tuned to be less rubberbandy. Good change, and I hope they touch up the items next; some of them feel absurdly overtuned. The shrink rays last way too long, cover way too much of the track, and have a deceptive hitbox (the sparks appear to be just for aesthetic purpose, but actually hit you), tops can hit you twice, and bumpers are way too punishing.
- Track design is a mixed bag. There's a lot of fun ones here, but Marble Garden Zone and Balloon Park Zone are some of the worst tracks I've ever seen in the genre and I'm genuinely baffled they were let through. In general, it appears the game has a thing for track design that forces you to slow down if you don't play absolutely perfectly (a good example being the crates in chokepoints in City Escape), whereas in better kart racers every hazard can be dealt with without slowing down simply by knowing the map and playing well. Not even the AI can navigate some of these decently!
- The fast falling button isn't as useful as I thought, since it makes your kart bounce when you land, which makes it far less useful in tighter tracks.
- The tutorial, while still obligatory, can be skipped earlier. I'm still not keen on that - just make the tutorial optional and have a prompt asking if they'd like to play the tutorial when entering Grand Prix or Online for the first time. Time Attack is also unlocked after completing your first race (instead of requiring 82 spray cans, what the hell?!), and, thinking about it, it's absurd it wasn't like this from the get go.
- Online is still locked behind five cups, albeit the optional tutorial race can unlock it instantly now. Just have it unlocked from the get-go! I think the devs' heart is in the right place (it's a hard game and they probably don't want players jumping online immediately and getting discouraged), but this is still oddly restrictive - again, just add a prompt asking if they'd like to learn the mechanics when they start the game or try to go into Grand Prix or Online right away. Mods are also unlocked at the same time.

I'm feeling more positive about this game, albeit there's still some changes to be made before I consider it "pretty good". Personally, I'd do some more balance changes to make items less overtuned and retool tracks so that you aren't forced to slow down at all, and then by making the tutorial optional but heavily recommended.

Again, the devs' heart is in the right place and there's a lot of promise here - the game just needs to move past those aches.

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[ORIGINAL REVIEW - Based on day 1 thoughts.]

I’m learning I’m more tolerant of a lot more bullshit than most people on this site.

A lot of the complaints here are valid. To get it out of the way, yes, the tutorial is needlessly bullshit long. I get it there are many new mechanics here, and I think the presentation for it (and the setup screens before it) is charming and ooze passion from every pore, but the tutorial did not need to be 30-60 minutes long! The vast majority of what’s instructed here could be delivered in 10 minutes, tops.

I’m not too keen on some of the mechanics either; specifically the new currency system and the melee attack attached. You can have up to 20 rings, and that makes you faster (like the coins in Mario Kart and the Wumpa Fruit in Crash Team Racing), but you can spend those rings to charge up a melee attack that hits everyone around you. I don’t really see the point, because the items feel strong already (some maybe a bit too strong), and, y’know, it’s a racing game. Faster options are preferable.

Another I don’t really get is the trick system. I think the idea is fine, but there’s a few gripes I have with it - the UI element for timing a perfect trick (which covers more distance) is needlessly convoluted, and I don’t quite get the need to even have a “perfect” trick mechanic anyway given there’s a fast fall button now. Tricks are also only accessible through trick springs, which I rarely saw within the first seven cups, so it feels like an underused mechanic as well.

Unlike SRB2 Kart, this has a big singleplayer offering - I’m more of a singleplayer type, so that works great for me. What doesn’t is the AI; it feels absurdly aggressive and fucking LOVES to rubber band. It’s not uncommon for you to be doing well and the AI suddenly sails past you while cutting several corners. Maybe I just suck, I dunno, but I haven’t played another kart racing game with this level of bullshittery. There’s a bunch more singleplayer modes from what I gather, but I haven’t unlocked them yet, so… no comment.

However, the dumbest decision here is, by far, the one to lock mods behind completing five cups. The cups here are pretty big for kart racer standards, and considering just how important mods are to the scene that spawned this game… yeah, stupid ass decision. I get wanting to have players familiarize themselves with the game before modding the hell out of it, but this is, at minimum, a questionable approach to that.

Locking online behind completing a cup first is also something that got a lot irritated, and although I am a singleplayer gal first and foremost as I mentioned earlier, I completely understand the frustration - you can’t just hop on with friends online right out of the box. Couple that with the long ass tutorial, and you have a dealbreaker for many.

Another complaint I share is with color customization being locked behind finding spray cans in each map, instead of simply selecting it from the menu like in SBR2 Kart. I don’t mind the idea of having special unlockables hidden in the tracks (Crash Team Racing: Nitro Fueled did something similar with the unlockable metal box in its last update) but color customization feels like something too significant to make the target of a goose chase like that. Getting to the spray cans themselves can be very annoying too, with the few ones I’ve gone after so far being needlessly precise.

Moving on to the positives, this game is gorgeous and sounds great. The menu presentation and general artstyle feels ripped straight out of the Sega Saturn era, and it has a pretty excellent soundtrack, at least from what I’ve heard. The tracks look gorgeous as well, and the sheer number of them is insane. 200+! There appears to be a ridiculous number of SEGA characters, (crossing my fingers that a Yakuza character made the cut) and it’s just got generally really good fanservice.

And… honestly? Behind all the weird decisions here, there’s a really fun racing game here. It’s exhilarating to pull off a powerful drift and keep the speed going, and when the AI isn’t being a total jerk, it provides a really fun challenge! It can be a bit much visually and the game does a bad job explaining items and the new race start mechanic (ironic, given the tutorial’s length), but all in all, when it hits, it hits pretty well. It’s fun.

I absolutely do not blame anyone who decides to go back to SBR2K. Locking online, mods, and customization behind completing singleplayer stuff and that long ass tutorial can be a total dealbreaker if you’re just looking for something to fuck around in with your friends. But… I often just play singleplayer anyway. It works out in my favor here.

There’s a lot of love for the series on display here, and it’s obvious the devs are very passionate - it just needs to hold the player’s hand less.

Most of these reviews are from people who haven't played the game lmao.

The game is great fun

Dr. Robotnik's Ring Racers is a mixed bag. A lot of reviews act like this game is awful, but I don't think it is; I find the game very fun, and it does improve on issues that I had with Sonic Robo Blast Kart 2, its predecessor. However, the developers have made questionable decisions that have turned a lot of players off from it.

To begin, Ring Racers is fundamentally inaccessible, in multiple senses of the word. The game is mechanically dense, which can be a turn-off. I personally enjoy the complexity of it, as it makes this game truly one of a kind. I also feel that the mechanics can be explained to a new player quickly and easily, despite the tutorial's best efforts.

Speaking of which, we come to most folks' chief complaint: The restriction of the game's content. Unlike SBR2K, you can't just install the game and hop online with your friend. The game starts up with a setup sequence which I found to be charming, if not a touch long-winded. Following that was the tutorial, which is a unskippable 30-minute stage that still fails to cover core mechanics of the game. Once you clear that, you get access to the main menu finally.

You still need to unlock the tracks and most of the characters, as well as key features of the game. This content is presented through a Super Smash Bros.-style unlockable gallery. The gated features include basics like online play, time trials, and loading mods. This makes the game effectively impossible to get quickly set up for a game sessions with a friend, unless you provide a list of the cheat codes the devs mercifully provided, or send over a save file with the needed content unlocked (Google is your friend for both of these). This is... egregious, to put it lightly. I understand and respect the desire from the devs to ensure players appreciate every bit of their 5 years of hard work; however, most players, including myself, find this to be an unwelcome change, if not a dealbreaker.

Beneath the complexity of the mechanics and the headache of getting started, is the game fun? Yes, it is. It's still a kart racer, with all the glorious chaos that entails. It can be overwhelming even by the standards of the genre though. Some mechanics shine while others are underutilized. The tracks also vary in quality. The AI is difficult, with rubberbanding that brings to mind racing games from the late 90s and early 00s. Getting hit with items leads to the harshest punishment I've seen in any kart racer; on multiple occasions, I'd be hit by an item in first place and by the time I recovered, I found myself in the last place. The handling is very slippery, adding to the chaos of the game.

Ring Racers does improve over its predecessor in two key ways: first of all, I feel the track design is more readable in this game. While playing SRB2K, my friends and I have run into several cases where we got confused on where the track expects us to go next. This game remedies that with redesigned tracks from the first game. The second improvement is the addition of a proper local multiplayer mode. In SRB2K, the local multiplayer almost feels like an unintended feature. However, this game supports local multiplayer naturally. I know this is a more niche features among the game's target audience, but it is something I sorely missed in SRBK2.

To conclude, Dr. Robotnik's Ring Racers is a very promising game. The game is uniquely complex by kart racer standards, both to its benefit and detriment. The gameplay is fundamentally fun, building off a solid base, but still needs fine-tuning. The core issue with the game is its gating of so much of its content to newcomers. Even without the flawed physics and irritating onboarding, I still wouldn't say this is a game for everyone, and that's okay: SRB2K, its predecessor, isn't going anywhere. It released in a flawed state, but if AAA games can recover from rough launches, I don't doubt this can too.

Great sequel that improves on everything the og set out to do. The tutorial is dogshit atm and makes the game seem more complicated than it is. Soyjak pointing at all the tracks is definitely the highlight for me. Emerald coast is GORGEOUS

It's absolutely wild to go from the simple, multiplayer focused SRB2 Kart to this mechanics-rich racer with a metric ton of singleplayer content. Like, holy shit, they actually made a mascot racing game with more mechanics than Sonic Riders. I think I'm in love!

Don't get me wrong, the mandatory, hour-long tutorial is very unwelcoming and the fact that you need to unlock online play and mods via singleplayer content is absolutely baffling. Even so, there's so much to enjoy here and it's all presented with so much charm and style. It's going to take a good amount of time to fully digest all the mechanics and unlock all the secrets, and I think that's really refreshing for a racing game, much less a (free fan-made) kart racer.

enough sensory overload to kill a herd of cows

kino peak raw kino peak raw kino

A lot of the whining this game gets mainly comes from people who treat games like these as fun little timewasters instead of full fledged games, this was never meant to be a replacement for SRB2K like so many people keep insisting (the devs have said that the master server for SRB2K will be kept up) if you wanna play a fun basic MK-Like kart racer then SRB2K is still right there! This game is NOT SRB2K however.

I don't think gating online behind completing (you don't even have to beat it!) a cup is unreasonable at all and the whole "you need 80 spray cans to unlock time trials" is straight up a lie, all you need to do is beat all first page cups with a bronze medal minimum (completely reasonable since you can get all unlocks on any difficulty unless its specified otherwise)
The tutorial WAS pretty terrible since it emphazises too much on mechanics you won't use normally during a race (unless im wrong none of the first page levels have any shortcuts involving the switches, only secrets) and it completely glosses over important mechanics unique to this game like the start position change, tether system, and the drift you can do after hitting a boost panel. I did like the way it was presented though and the interactions between tails and eggman were cute and well written.
There are also some problems with the AI being WAY too rubberbandy, I understand its needed for games like this but sometimes due to the tether system your "rival" in second place can sometimes get an invincibility powerup and theres not really anything you can do to stop them from passing you.
The presentation of EVERYTHING in this game is gorgeous and the amount of love this game has for everything Sonic and SEGA related is incredible (there are entire zones based on levels from fangames!) Just an incredible looking game.

Overall I think with a few tweaks this could easily be one of the greatest kart racers of all time, just hope the devs don't over correct due to all of the mostly misplaced negative feedback.

I'll write a real review but for the moment just know that this might be one of the most phenomenal piece of game design, and one of the best thing that came out of indie video games.

And I'm not even a fan of sokoban!

Zero support for Sonic Shuffle. Garbage. Parsec wins again.

I-is that... a silly little suika game clone? Less than two years after the release of some of the best games in the series?! YEP, THAT'S IT, GUNVOLT HAS FALLEN.... It's time to go back to Mega Man X Dive!

If you told me in 2021, after watching GV3 and iX2 trailers back to back, that one of my favorite series would critically fumble their story and resort to low budget cash grabs like an asset swapped Suika Game clone I genuinely don’t know how I would mentally process that.

Absolutely creatively bankrupt.

A few years ago I made a very funny joke review, and while I still think it's incredibly funny I also think it's important to get my actual thoughts on DMC2 on record. Game sucks. It's a miracle this game got released at all, and for the amount of time they had to make it it's astonishing that there is a beginning, middle and end. But it all sucks to play.

What IS amusing is the amount of reviews by people who really want to be contrarians, but come face-to-face with some true, unfiltered slop. This is when domesticated dogs meet wolves and realize they aren't built for this. This review page might as well have a "TURN BACK, NO SURVIVORS" for anyone who is bold enough to try and play DMC2 and have fun. It's not built for fun, it's not even built for hate, it's built for nothing.

I love the way exploration works here; the refusal to budge on fast travel save for diegetic ox carts, snatching back dark arisen's infinite ferrystone, and stretching the landmass both horizontally and (especially) vertically is wonderful. in many, many ways it's a bigger, slower, denser game, and they did it all while focusing on the most mundane environments devoid of giant theme park attractions bulging from every flat surface

likewise I love the idea of elaborating on the sense of traversal and moving toward a holistic spirit of adventure. deteriorating health ceilings aid attrition and help answer the inherent slime of menu heals, and having campfire rests operate as something of a risk/reward mechanism goes a long way toward giving each journey a greater heft and substance

even something as transparently gamey as designing the map as a network of funnels and chokepoints stippled with smaller threats and crosshatched with bigger ones was very clever; it's all just nouns crashing against nouns as they fire down chutes, but when coupled with the meaty physicality of the game's interactivity it goes a long way toward building up those Big Moments

but the consequence of trash mobs operating as speedbumps means moment-to-moment encounters operate more as filler than anything you could consider independently engaging scenarios. it also means that despite the map being several times larger than gransys it ends up feeling a lot more suffocating due to all the overlapping nouns slamming and interrupting each other without end

I just about luxuriated in the rare opportunities to enjoy brief spells of negative space; I savoured it like one of those FMV steaks. I'd kill for more moments like the arbor or the battleground where I was able to inhabit the world as a pilgrim or wanderer rather than serial wolf slaughterer or battahl sanitation expert, but they're very few and far between

there's no escaping the impenetrable walls of goblins, wolves, harpies, and saurians polluting every inch of the world. the already slender DD bestiary's been ported over nearly 1:1 with about as many additions as subtractions, and between the absurd density and massive landmass the variety ends up looking and feeling significantly worse than it did when it was first pilloried twelve years ago in a notoriously incomplete game

when the Big Moments do happen they're often spectacular, and it's easy to see why the chaotic intersection of AI, systems, and mechanics was prioritized so heavily and centered as the focal point of the entire experience. early on every bridge that breaks behind you, every ogre leaping from city walls, and every gryphon that crushes your ox cart feels huge and spellbinding; the game's at its best when all the moving parts align just right to achieve dynamic simulacrum, leveraging unpredictability to carry encounters well above their station

where that stuff loses me most is in the complete lack of friction. for a game with so many well considered means of drawing tension out of discovery it manages to render most of them meaningless when you're never being properly threatened enough to let them kick in. camping, eating, crafting, consumables, ambushes, and setpieces all take a significant blow from the chronic lack of bite, and it's frustrating to see so much potential go to waste when everything's already set up unbelievably well for success

even if you choose to go it alone, or do as I did and run with a party of two (ida + ozma: wily beastren + weakest creature), it only does so much when every corner of the map has CAPCOM Co., Ltd superpawns and npcs popping out of the ground to aid you unbidden and monsters are all mâché sculptures begging to be stunlocked. where's hard mode? why does it feel like everything DDDA did right got ignored? we just don't know

I'd have been happy if the game yanked a bit of control back with some kinda endgame/post-game dungeon, but there isn't one; there aren't really dungeons in general. in opting for quantity (50+!!) over quality we end up with none of them feeling particularly curated, and none of them having the scope or menace of the everfall, let alone bitterblack. no ur-dragon either, which is just baffling. the entire run from endgame to post-game is a gaping hole where something oughta be but certainly isn't

when I hit credits I felt almost confused, like I'd just been tricked into playing a remake or reboot of the original dragon's dogma that somehow had less material stretched even thinner. I enjoyed what I played for the most part, but the more thought I put into it the more it feels compromised and unfinished in all the exact ways itsuno promised over and over it wouldn't be this time around

there's a lot to love here: stuff like fucked up modular teeth, the sphinx, seeker coin platforming, pawn bullshitting, the dragonsplague, cyclops ragdolls, opaque sidequests, intentional tedium, and routinely bizarre interactions. much of what was good in the past remains good, and even bits that stumble backward generally land someplace close to decent regardless. some of the vocation/gear downgrades aren't to my liking, and there's an odd shallowness that hangs over the experience, but I think I liked it?

I just don't really get it