Road Warrior Racing 2 Mobile Game

Road Warrior Racing 2 Mobile App Game

Ideas about improvements and additions for a prospective sequel

Appetite for Destruction

If you’re all about the traditional racing, that is driving from a third/first-person perspective around pre-designated laps again and again until bored sets in, then you’re probably not that much of a fan of the Road Warrior Racing style. This style includes hectic races to a finish line in true side-scrolling fashion, racing a car armed with boosters and weapons that can be fired at your racing rivals, and even a multiplayer to allow you to get your destructive racing head on against other players instead of simply relying on predictable and unchallenging artificially-generated intelligence from the computer. Fans of the more destructive racing game such as the sublime Crash Car Combat will more than likely warm to Road Warrior Racing’s style of gameplay a little more readily, but seeing as both the single and multiplayer versions of this game are already out and in full swing, it feels like the proper, impatient-gamer’s thing to do to look forward and wonder about a sequel. It is difficult to speculate about what delights Road Warrior Racing 2 might bring, but I’ve decided to list a few features and improvements that would make the experience a better one, from my perspective anyway.

Inherently Flawed, No Quick Reward

Quickly focusing on the main flaw of the entire game here, I feel that the very system upon which the entire experience is based is a little defective. Though fans may hurry to disagree with me, even the most ardent of supporters cannot deny that the game is horrendously off balance when it comes to progressing without caving to the freemium costs of the whole thing. Sure, it’s all well and good making a game free, but you just know when a game like this doesn’t charge you to download it that the freemium monster is about to rear its ugly head, and it does so in the usual form of in-app purchases.

In-app purchases aren’t necessarily a bad thing, but they become problematic when they fundamentally hinder your performance in a game for those not wishing to part with their cash. The best freemium games strike a balance between allowing players to get ahead by purchasing in-game currency and making the pace of progress fast enough for free players to remain interested. Road Warrior Racing has this balance all wrong, and Road Warrior Racing 2 is going to have to rectify this is it is going to stand a chance of being successful. As it stands, there is way, way too much grinding, which wouldn’t be all that bad if you felt like you actually achieved something cool at the end of it. The reality is that all you have to show for your effort is a slightly upgraded car or a new vehicle, and you just know that you’re going to have to spend even more time amassing even greater sums to get your next upgrade fix. This is an unacceptable flaw in the original that simply made the game no fun to play, so it’s about time Modojo sorted this out.

From Raw To More

One of the distinctive things about Road Warrior Racing is the post-apocalyptic look of it all, resulting in an atmosphere of racing in an otherwise dystopian world and generally looking a little bit rough and raw. The problem is that this raw aesthetic sort of spills over into the design of the game itself, which simply needs a little more polish and to look a little less..umm.. raw, I guess. Firstly, the upgrades menu needs sorting out since it seems pretty idiotic to list the upgrades in a linear fashion, one by one, resulting in the player having to scroll all the way across to see the individual categories. Surely it would make more sense to have categories of upgrade instead of having them all in a row.

Secondly, I’m over the whole post-apocalyptic thing where colours are neutral and almost nothing is fun to look at. We need some more colours and vibrancy in the next Road Warrior Racing.

Accelerate to Accumulate

I’m going to briefly mention the auto-acceleration that the game is based on now, and I know people are going to start crying, saying that it is part of the fundamental mechanics of the game and cannot be changed. I just found it a little boring that the accelerating is done for you by the game itself, and that there is no option to perhaps let us do the accelerating ourselves like a traditional racing game? Yes the interface would have to be re-jigged and yes it is changing the basis of the gameplay, but what the hell are sequels for!? Incremental changes and cautious improvement indiscernible to the naked eye? No. We need a bit of change, and this feels like an area in which the game could do so.

You Call That a Garage?

Unfortunately, I found that the range of upgrades available in the “garage” in the original was a little meagre. In fact, what kind of garage only stocks guns, a few tyres, a spray shop to add decals, and a new body for the car? I was seriously disappointed that for a game which bases itself on the ability to purchase in-game currency and spend it on upgrades, there really isn’t that much to actually spend your money on. Sure, there are some vehicles to purchase and some of them are pretty hefty and useful, but the only thing that racing fans tend to enjoy more than upgrading to a new car is actuallyupgrading their existing vehicle. The ability to swap out engine parts, engine oil, a greater choice of tyres, various transmissions, body shapes, and a greater variety of boosters would be greatly welcomed in Road Warrior Racing 2 to the extent that I would actually be tempted to purchase some in-game currency. This is how important a wide variety of upgrades is in a freemium game because if you’re going to charge for progress, at least make it so that the parts to facilitate this progress are available and in great quantity/variety.