[Review date: Dec. 2nd, 2014; one week before Early Access]
Alpha Backer here
First and foremost: For a title that just now hits Early Access the game is working surprisingly well. The implemented gamemodes work, offline and online Multiplayer works, leaderboards and steam workshop work too :3
+ postive
- negative
o neither, but wanted to mention
Gameplay / Controls
+ Car controls nicely
+ Lots of obstacles to avoid. Placement of obstacles can make for great flow in levels, ranging from hectic dodging to smooth precision driving.
+ Getting cut to pieces by lasers does not kill you. Instead it chops off a piece of your car, and you can continue with a few missing wheels, greatly impacting the car controls.
+ Flying and rotational jets allow for a great amount of agility. It feels badass to just throw in a random backflip.
+ Possible overheat from boosting too much keeps player on his toes. The best players will find ways to boost for entire levels by utilizing the stunt-system for heat-management.
+ Checkpoints are optional, allowing for offroad search for crazy shortcuts.
+ Sprint and Challenge gamemodes require a surprisingly different approach, making for nice variety.
o No AI vehicles, but to be honest who would expect that with such a powerfull level editor.
- Main menu does not react to mouse input at all. Only part of the game that accepts mouse input is the Level Editor.
- No way of saving ghosts or up/downloading replays. All that gets saved is the time / points (depending on gamemode) you got on the track. (Devs plan to implement this)
- Game's physics are tied to the FPS, resulting in inconsistent physics below 60 frames per second. Can rarely cause going straight through solid objects unharmed or blowing up on steep quarterpipes that suddenly count as walls.
- Stunt-system is lackluster, making both the Stunt and the Speed&Style gamemodes kinda "meh". Not a wide variety of tricks, no comboing, cooldown given for stunts doesn't value the aquired points / the stunt difficulty properly (One barrel roll cools 50%, two rolls cool 50%, three rolls cool 55%, so why would I ever do more than one at a time?).
Visuals
+ Bright, neon-y graphics style, somewhat reminding of TRON.
+ Great futuristic racing atmosphere, scrating that itch the same way games like F-Zero or Wipeout do.
+ Decently detailed car, which can be recolored for a feeling of individualism (said recolor will be shown in online multiplayer matches!).
+ Getting cut to pieces by lasers can look entertainingly goofy.
+ Looks great even on lower graphics settings, as long as texture quality is set high.
+ A lot of graphics options.
+ The entire HUD is on a screen on the back of the car, making the game more emersive.
o Activating Bloom is often overkill, causing you to get blinded frequently.
o The entire HUD being on the back of the car takes a bit of getting used to. HUD gets pretty much disabled when you get cut in half by a laser.
Audio
+ Catchy techno soundtrack that has something fitting for every kind of level.
+ Music adjusts to surroundings, e.g. becomes muffled in tunnels or gets almost drowned out in zero-g.
+ Futuristic soundeffects that always fit their origin (shrieking sawblades, low-pitched rumble for big drones hunting you etc.)
+ Can set audio levels for several sources (car, music, environment etc.) independently
o Music can get old after grinding a level for a few hours, since musictracks are fixed for each level.
- The sound of the car's engine is basically just a low-pitched buzz which gets old pretty quickly.
Multiplayer
+ All tracks are available in Multiplayer, plus tracks from multiplayer-only modes Reverse Tag and Soccer.
+ Fully working splitscreen mode for 2-4 players (car collision is ON, so shove that guy off the track! :D ).
+ Fully working online mode for up to 6 players per server (no car collision).
+ Can connect to a server via serverbrowser or via IP, essentially enabling offline LAN play.
+ Host can set password for a lobby, making it private.
o Ingame chat and server messages (e.g. "x finished the race!", "y got wrecked!") share a chatlog, making it difficult to maintain conversation. But who has time for that anyway, gotta go fast VROOM VROOM.
o You can play tracks from the Workshop online, but everybody must download the track to be played beforehand. Otherwise you need to exit to menu, open the workshop, subscribe to the track(s) there, then the game asks you about updating your workshop items.
- No dedicated servers.
- Soccer and Speed&Style gamemodes cannot be played online, they are local-only.
- Reverse Tag mode suffers greatly under higher ping (does not affect other gamemodes).
Level Editor
+ Big amount of functionality, tons of settings for each individual object.
+ Can place, resize and rotate objects with high precision for seamless leveldesign.
+ Splices on the ends of all track-like pieces, allowing for easy connection between trackobjects as well as intuitive manipulation of tracks.
+ Can individually disable abilities of the car for a varied experience, or even set triggers for reaquiring selected abilities mid-level.
+ Atmosphere triggers like music changers, skybox changers.
+ All advanced hotkeys and shortcuts are also listed as clickable buttons under the 'Tools' tab, making learning the advanced functions less frustrating.
o You cannot import custom assets to the editor, like custom models or custom music.
o With complexity comes a learning curve. No "let's just put down some trackpieces" a la Trackmania, but not too difficult either.
- UI sometimes a bit buggy, but can easily be fixed by saving, quitting to menu and re-entering the editor.
- Some moving objects have strange behaviour under extreme conditions (like very high movement speed or very small size).