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Petrovich zei:Doet mij een beetje denken aan Trackmania, alleen spijtig van die grote/cartoonachtige hoofden.

On last week's Podcast Beyond, I was asked what my most anticipated game was for the first part of 2010. At the time, I said Heavy Rain, but I'd like to respectfully amend that answer to be ModNation Racers.
For I have played it, and it is rad.
My demo began with me just fooling around with the track editor. Starting on terrain, I could raise and lower the land with a simple button press. I could make my radius larger or smaller with the D-Pad so that I was making my mountain or lake larger or smaller. I could quickly cycle through the 29 terrain options with the shoulder buttons, and undo was always just a click away. What struck me – someone who has never fooled with this game before – was how simple the tools were to use. Any time I began to think about doing something, I found it labeled on the screen. There was no sense of "Where's this?" or "How do I do that?"; it was all right in front of me.
You can spray-can the landscape so that it's dirt, sand, or whatever with the same radius you've been using, plant trees, and litter the landscape with cows, but if you're just looking to plop down your track and go, the game can auto-populate your rudimentary design with items, ramps, and all sorts of other gizmos. Still, where's the fun in that? Just like in LittleBigPlanet, you can set up moving obstacles such as the car crushing "Devastator" that drops a crusher from the sky to be on a time-based setting or a switch. Basically, you can have spinning platforms, leaping enemies, and a whole lot more designed to be going all the time or only when someone is foolish enough to get close.
Take a photo for your level's online thumbnail – or a bunch just to store on your XMB to show off to friends – and you're ready to post the creation online.
Of course, you'll probably want to test your gem, and thankfully, diving's pretty grand in ModNation Racers. When I saw the initial E3 video and talked to people who had played MNR, my main fear was that we'd be getting a creative level designer coupled with some ho-hum gameplay. After just about three races, I can tell you that doesn't seem to be the case.
I'm a Mario Kart fanboy from way back, and ModNation's racing knocked my socks off with how easy it was to get into and how much fun it was to drive.
The carts handle with precision, the controls are actually rather deep, and the game looks awesome in motion. It wasn't until I got to a super-advanced course – filled with moving obstacles, multiple levels of play, rickety wooden bridges, and so much more – that I thought the game looked only anything less than silky smooth. Back to the controls, though; you've got the normal accelerate and drift, but successful drifts are filling your boost meter. This multi-tiered thermometer not only gives you a turbo boost when you want to spend the juice, it also gives you a shield to ward off any incoming attacks. You can and will need to control your left/right alignment in the air to get around obstacles, you can do tricks with the right stick to earn boost juice, and more.
Correctie: enZiiimeBahemath zei:online!!!!Gaat fun worden hier!
edit: dees game + veel bier + anderson online = funcombo![]()
en ge vergeet nog iets int lijstje
/me kruipt net onder zijne steen uit