![]() Trying to stay ahead of the cutoff point, not just coasting along in hopes of a checkered flag, creates race-long tension that other modes don't typically match. One particular mode that sticks out again is Elimination, which is exactly what it sounds like. Even if the mechanic skill tree splits off into things as simple as "upgrades are x percent cheaper" or "prize money is boosted by x percent," it's a nice system to have for those who want to take a deeper dive. Players can level up teammates and the garage's mechanics atop things like managing team sponsorships. Like back in 2019, getting into the nitty gritty of fine-tuning an entire team (not just vehicles, for once), is a little RPG-lite mechanic that only deepens immersion. The former is exactly what players have come to expect from racing games, while the latter is a renewal of the must-see feature from Grid. There's a traditional career mode, multiplayer with functional lobbies, as well as garage and team sections. Like most racers, Legends runs through a gamut of other modes and options. ![]() And truthfully, the documentary style with real actors is something annual sports games might want to learn from for their story modes. It might not have the never-ending checklist of things to do like some open-world racers, but it's unique enough to warrant a run-through. Storms look good, but so does trying to combat a colorful lens flare on a sunny day, which realistically disappears behind buildings or while passing under bridges.īut the blend of presentation styles, some heartfelt performances and a fun overall tale over the course of a rather lengthy campaign are worth a look. The real visual treat are the happenings of the tracks themselves and dynamic weather. Legends does some of this, but it's the frontrunner of days past. ![]() Every game, be it Forza or otherwise, has evolved into the level of vehicle damage players seem to seek these days, for example. While Legends doesn't look bad by any stretch, it's starting to pale in comparison to some of its contemporaries. One notable point of flexing for the game's visuals, and especially the lighting system, is a night track in which drivers pass through consistent pale ovals from lights overhead. Beautiful vistas paint the backdrop of most locales, too, such as the skyline-dominating landmarks of Paris or London. Bystanders pepper the sidelines, and the roar of crowds and speakers comes and goes based on a player's position on the track. San Francisco street tracks especially highlight that this is a next-generation racer. Indianapolis Motor Speedway is the heavy hitter of a list of notable and colorful locations. They each have their own personality and behavior that is responsive to other drivers-the player chief among them. drivers aren't merely set pieces accompanying the player to the finish line. Grid (2019) worked hard to implement a feeling of randomness too. Hit the gates and profit, but things could spiral out of control quickly in failure. But they sit well off the necessary path, so it's a big gamble. If players can string a few of those together, they get a boost. It would appear smart that Legends opts for the arcade route, too, because some of the ideas it permits are a blast. The game rewards drifts, drafting and the usual arcade-styled moves. There's the typical Forza-styled guiding line to help with braking (tweakable in the menus alongside droves of other assists) but also the understanding that experimentation and risks are key to winning. It provides a fun, responsive time on a variety of tracks with wildly different vehicles. But veering off a track still isn't always a major ordeal, and contact with other drivers is almost encouraged, as it can aid in making a tough turn. The result is slippery, arcade-styled action, albeit a little stickier than Grid. While the series has waffled between simulation and otherwise in the past, Legends leans into the arcade feel like its predecessor.
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