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| Mad Riders | ||
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Developer | TechLand |
| Publisher | Ubisoft | |
| Rating | G | |
| PC, PS3, Reviewed on Xbox 360 | ||
At least each of the multi-event eight environments available provide ample opportunity to boost experience points allowing for level upgrades of new, more powerful or agile bikes. Thankfully reload times are short as are the majority of events, so trying again is not so,, errrm, trying.
New bikes are rated on horsepower and boost as well as traction, stunt agility and air steering. Yep! Air steering. Mad riders does not profess to be physics accurate, we are talking about a pure arcade racer here through extreme environments impossible in real life.

Track design is for the most-part well designed with crazy non-symmetry the order of the day. There are frustrating moments were some paths lead to automatic re-spawning kicking in, but with a bit of practice the best racing-line for each challenge can be found. This includes opening secret short-cuts or calling on extra boost tokens to grab the advantage on rivals.

Mad Riders however, is no Motorstorm. Graphically the game (running on the Chrome Engine 4) is adequate with no real modern day visual bells or whistles, the audio is pretty good with not only the roar of a variety of small engines captured in a satisfactory way, but even little things such as the whump of a tropical plant being hit at full speed incorporated into the mix.
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Yes it is four wheel racing, but in the case of Mad Riders we are talking about quad bike racing in crazy jungle locations at speeds that will make your helmeted head to spin. Mad Riders forces players to either rely on exceptional reaction speeds or rote learning of tracks in order to progress.


















