I passed my driving test in October 2003, when I was just 17. The following month, I bought a black Vauxhaul Corsa which I still have to this day. Just yesterday it passed yet another MOT - its only fault being a bubble on the front passenger-side tyre, whereupon I did what I always do: I listened to my mechanic, paid him to fix the damage, and away I went, certificate in hand; safe for another year.
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Decals and paint jobs allow for modern takes on old school models |
That’s pretty much the extent of my knowledge of cars - including that of the virtual variety. Sure, I’ve played Gran Turismo, but who hasn’t? Even then, I think my last experience there was 20 minutes in an HMV whilst waiting on my girlfriend trying on outfits in the Topshop next door.
So, when I was asked to preview racing MMO Victory: The Age of Racing, fresh off the Steam Early Access starting grid this week, I was, understandably, a little apprehensive. What do I know about car games, except from what I recall from less than half an hour of GT5 in 2010? And what do I know about actual cars, besides what the mechanic - who, by the way, could be ripping me off year-in-year-out for all I know - tells me? The answer? The perfect amount for Victory: The Age of Racing.
Because beneath what might at first seem like an overburdening amount of stats and figures and settings and customisation, lies a very accessible, very rewarding Formula One style racing sim. Set in the year 2062, an economic downturn of mammoth proportions has decimated society. As you’d imagine, there would likely be other industries worse off in such a doomsday scenario, but all that is referenced in the game’s opening blurb is the driving industry, which has, along with all of its massive car corporations, crashed out of business. Drive Net has emerged, an automated transport service with inherently strict laws, and driving culture is rendered all but defunct. Imagine prohibition with race cars instead of booze - to think, how different HBO’s Boardwalk Empire could have been if this were the case. But, as should be standard within any totalitarian regime, an anti-establishment rebel group dubbed the Racing Authority has staged an uprising, driving racing culture back into civilisation.
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Almost everything is customisable. Seriously, everything |
And that’s where the player takes the wheel. From the outset, ‘Hotlap’ challenges and ‘single player’ mode are the only real options available, wherein besting each track’s fastest time - of which there are several layouts, each demanding certain driving skills of the player - earns valuable XP used for customisation. Although the learning curve is quite steep, once you do get the knack for each course, you’ll wonder how you ever struggled before - much like real-life driving. A handy ‘driving assistance’ feature helps govern corner speed and aids control in the early stages of the game, which you don’t quite appreciate until later on when the tracks become a shade less relenting. The actual racing segments in Victory: The Age of Racing may not reflect the uber-realistic style of Gran Turismo, but one visit to the game’s customisation suite, and it becomes immediately obvious that this game is far more interested in what’s under the hood.
Be it car models, car weight, suspension, tuning, paint colour, paint finish, decals, mud guards, alloys (or ‘rims’ as the cool kids say), gearsticks, exhausts, and pretty much anything else you can think of worth tinkering with - it’s all there to be messed around with at your leisure. If accumulating virtual currency - Gears Credits - proves too time-consuming, feel free to open your real-life wallet as you wish, as real money is also accepted. As all cars are created by players, the variety of customisation is really almost limitless and working through the Rookie, Semi-Pro and Pro ranks expectedly reveals a range of new parts, models, tracks, and gubbins in turn.
Surprisingly - and this particularly applies to racing game novices like myself - navigating this explosion of choice never feels forced or confused. In fact, Victory: The Age of Racing adopts a display much similar in design to that of the Democracy series and, to an extent, Football Manager as each customisable/alterable section of the main hub is identified by a simple annotated icon which, once clicked on, opens up a corresponding menu in much greater detail.
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Thank god for the driving assistance feature |
All MMOs live and die by their multiplayer content, and this is an area Victory: The Age of Racing packs a full tank of ambition as it aims to become a sandbox racing game. At this stage, the Race Lobby shows great potential but is sadly hindered by a lack of numbers. Beginners are lumped with quick road races, however super speed races, off-road formula bouts, and scheduled championship events can be unlocked by ascending the skill ranks. A team career mode is also available, wherein you represent a team of your choice. Competing PvP is great fun, but stricken with the progression limitations of a racing amateur, I found that quick road races became very tedious almost as quickly as the race itself. Furthemore, I regularly found myself waiting upwards of half an hour to find someone to race against. I’d have been quicker getting the bus. It is early days yet, but community building has to be top of developer Vae Victis’ priorities moving forward as it really could separate Victory from defeat and, well, victory.
Current community limitations aside, though, Victory: The Age of Racing is a racing sim which has more than enough on offer to satisfy hardcore motorheads, whilst is still easy enough for gearbox cretons, like myself, to grasp and get into. As a result, I feel like I’ve learned a bit more about racing games in general. I probably won’t be self-diagnosing my old Vauxhaul Corsa before its next MOT, but perhaps I can convince my mechanic and his workmates to join me online.
Best Game Moment: Actually finding someone to race against online.