We know there’s a track editor and we know there are more crazy tracks to navigate, so of course, there’s not that much new to cover about this aspect of RedLynx's Trials Evolution
, especially when all the recently released trailers
sum up the track editor better than I ever could. What I wound up trying was a two-player grand prix style race and, while it wasn't necessarily long, it let me see all the basics of the gameplay.
When playing with someone else locally the game is not presented in split screen. Instead, when someone faults, they restart at a pre-determined spot, often right alongside the other person they’re racing against. Honestly, this did frustrate me a touch. Generally, I did better in the race insofar as having less faults than my competition, but they'd fault and spawn close to the finish line and win the race, thus giving him those victory points. At the end of the race, you're given points based on you placement minus a point for every fault. Needless to say, I lost pretty badly.
That minor complaint aside, the game is everything those of you who have been clamoring for the sequel are waiting for and the new outdoor environments just mean bigger tracks and more failed attempts at finishing races without faults. The physics from Trials HD
have been pretty much perfectly preserved, meaning you'll feel well rewarded for that moment when you land that jump from pipe to pipe without going over your handlebars.
Of course, there will be much more to Trials Evolution
when it launches this Wednesday, April 18th, for 1200 MSP. It will be the first game to feature the newly enabled 400G cap for arcade games and, given its predecessor, those will likely be some hard to earn, yet thoroughly satisfying, points.