Super Toy Cars - HighrezGaming

Search
Go to content

Main menu:

Previews > Cross-Platform

Super Toy Cars / 14th of August 2015

Fresh on the heels of the team’s superb twin-stick shooter, Tachyon Project, Eclipse Games return with another ID@Xbox effort, this time tackling an entirely different genre altogether. Now, if like me, you grew up playing the Sega Mega Drive, there’s a pretty good chance that you absolutely adored Codemasters’ Micro Machines games, and might even have a hankering for a touch more miniaturised racing. Well, if that’s the case, then this Spanish developer might just have you covered, because that is (almost) precisely what Super Toy Cars is. Sort of.

Outside of Mario Kart there are very few combat racing games of any real value these days, and even fewer that involve toy cars, which is obviously why Eclipse Games have identified this particular gap in the market and attacked it head on. The team gave us a glimpse of their new title, and it might just be shaping up to be something worthwhile. We got a hands on with the first episode of the game’s career mode, which was comprised of six individual events made up of three standard races, one time trial, a time attack event and an elimination race. From what we can see, the career mode is set to incorporate eight episodes, so there should be plenty to get stuck into when the game launches early next month.



There will also be a total of sixteen vehicles included in the finished game, all of which will be upgradeable with improvements to each car’s handling, top speed and acceleration on offer, these being spread out over six different upgrades. Now as if this wasn’t enough, there will also be additional unlockable liveries and each course within the game includes some short-cuts to be discovered, so there’s likely to be a reasonable amount of replay value within the title.

Now, remember when I mentioned combat racing? Good, well, Super Toy Cars is set to feature around seven different pick-ups that can be collected mid-race, these include; boost fills, glue spills and missiles. The former, naturally, simply tops up the player’s boost meter, allowing them to enjoy a hefty increase in speed, whilst the glue spill slows down pursuing vehicles and the missiles, well, they’ll automatically target the nearest CPU driver and blow them away, forcing them to respawn slightly further back on the track. Simple.



There are still several questions to be answered about the game, for instance, the build that we saw had no trace of a multiplayer mode which would certainly be one hell of an omission if it were to launch without one. Contrarily, the soundtrack, provided by Buffalo based punk-pop outfit, The Spin Wires, is pretty atrocious to say the least, so fingers crossed that it might just disappear before September 4th, though somehow, I highly doubt it.

So, if you’re on the lookout for a toy based combat-racer you’ll probably pop back in a few weeks’ time to see what our verdict on the final game is. Until then.

 
Back to content | Back to main menu