The big wall ride on the alternate path is one of my favourite parts in the whole game, I've been waiting for something like this. Islands wall ride just wasn’t quite epic enough to check that box
I get what you’re saying Quead, for me, if anything the level feels a bit 'platformy' and not really grounded in place (RC1's tracks were very grounded and RC2 less so - no doubt this is to do with dev resources) but honestly if reusing and redressing assets means more tracks, I'm pretty ok with that.
I also feel like there is some wipeout creeping into my grip – particularly on the more narrow tracks. Or at least something feels off that I can’t quite put my finger on. I would ask to see (and this is with regard to all tracks not just Thermo);
- More natural changes in elevation. Daytona in RC1 is a great example of what I mean. One of the best tracks in any RC game. I love the way that you need to control momentum through the peaks and troughs of the track and the way that the physics play with that final big jump before the finish line. It’s poetry.
- Wider sections and points of interest that require some cleaver negotiating. I forget the name of the track but it’s in RC1, set on Harpoon, there’s a ship loading dock with a crane and sea containers that can be destroyed. Sections of eruption and contact on outworld are also great examples.
- And I have to agree with you man, more epic ceiling rides on tracks grounded in place that don’t feel so much like a roller coaster/wipeout style tracks.
But as we are reminded, WIP! And the work is good