Improvement and feature ideas for a potentially incredible sequel
There is definitely a time and a place for being reckless. In the middle of a four hour surgery as the consultant who is about to remove a tumour in a very sensitive area of the brain is not a time for recklessness, for example. Piloting a plane with hundreds of people on board: another one of those times where recklessness can take a back seat. Recklessness will have its day though, and this day is incidentally the one where you decide to pick up your iOS device and download Reckless Getaway, a top-down getaway game with some crazy physics and a whole load of destruction. Sixteen levels of unbridled mayhem, power-ups, and general not-your-average-game-ness awaits if you decide to follow this advice, but this article isn’t about this wonderful original. This particular collection of paragraphs regards a few things that I wouldn’t mind seeing in Reckless Getaway 2, if it should ever exist, which it most definitely should given the success of the original. Hear me out.
Another Level (and More)
As fantastic as the original Reckless Getaway way, a brilliant game’s fun only lasts as long as there are levels to complete. Now, sixteen levels (which is what the original had; I’m not just quoting an arbitrary number) sounds like quite a bit of fun, doesn’t it? Well it is, but Reckless Getaway is so good that there can really never be too many levels to conquer, which is why I’m going as far as to say the original was altogether a little bit short. The simple solution to this would simply be to give us more levels, which is exactly what I’m calling for here. We want more robberies and more utterly ridiculous scenarios that allow us to flex our driving skills and destroy more of our surroundings. Doubling the current number of levels would be quite the substantial improvement, for example, so let’s hope developers Polarbit are kind enough to oblige.
While we’re on the subject of levels, I feel that the only true flaw in the original game must be addressed, which is the nature of the level progression. Reckless Getaway works on the basis of earning up to four stars at the end of each level depending on your performance within it, but this isn’t the bad bit. The annoying thing as that you must earn a minimum number of stars in order to unlock the later levels so if you happen to be stuck on one level, you are literally doomed to repeat it until you can earn enough stars to move on. The way to solve this would simply to have a less restrictive progress system that allowed you to experience the next few levels without having to earn all the stars in the previous.
A Different Perspective
Though I’m a big fan of the top-down perspective of Reckless Getaway, you cannot help but feel that sometimes you really want a few different camera angles on the action. Now, I’m not foolish enough to think that changing the whole experience of Reckless Getaway 2 to first-person or a flatter viewing angle would be practical or even a good idea, but I think there may be some potential for some dramatic, possibly even slow-motion moments where extreme acts of silliness and explosiveness are rewarded with a cut-scene of some kind that slows down and takes us to a different camera angle, perhaps the first-person where you can see the destruction you are causing first-hand.
It seems like every game goes for this option nowadays, but there’s a reason for this: customisation is king. GTA V has a companion app, Grand Theft Auto V: iFruit, dedicated to the act of customising your in-game particulars like your car and even your dog, so why not Reckless Getaway 2? Perhaps we could customise our car after a particularly successful getaway or even get to choose which character we make the getaway with? These are mere musings of course, but the basic idea is sound which is to simply allow us more variety and choice in the matter of the vehicle we drive and the person that gets to drive it.
Up(grade) and At Them
Alas, yet another idea that seems to grace every game these days, but yet again it is one that often makes games infinitely more interesting to play. It may be difficult to work the idea of upgrades into what is supposed to be a car chase following a robbery, but it can definitely be done. Power-ups are already a feature in the game, so it’s not much of a leap to be able to upgrade your driver or your car, is it? Perhaps an experience points system could take precedent here, or simply money-based upgrades with shiny new items for our car that we haven’t seen before. I don’t think it’s all that much to ask, and it will go a long way to improving the whole experience and also increasing the longevity of the game.