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		<title>Mantis Burn Racing Review &#8211; Puttering out</title>
		<link>https://gamingbolt.com/mantis-burn-racing-review</link>
					<comments>https://gamingbolt.com/mantis-burn-racing-review#comments</comments>
		
		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Tue, 13 Dec 2016 09:55:45 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[mantis burn racing]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=282241</guid>

					<description><![CDATA[A really strong core mechanic, let down by next to nothing surrounding it.]]></description>
										<content:encoded><![CDATA[<p class="Body"><span lang="EN-US"><span class="bigchar">M</span>antis Burn Racing might not be proof that there are no new ideas, but at least the game is confirming to me that it takes more than one really strong mechanic to go above and beyond. An overhead racing game isn’t really a bad idea; I haven’t seen one of those get any attention since Motorstorm RC. </span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">I do need to immediately give credit to the talented VooFoo studios where it’s due. The mechanics of controlling your car and drifting it cleanly through the racing line are simply spot on. They’ve nailed the feeling of driving a car better than many games some have the gall to ask full price for *cough <em><a href="https://gamingbolt.com/nascar-heat-evolution-review">NASCAR</a> </em>cough*. It’s both intuitive and simple to start flinging yourself through the tightest of turns after the second race.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn3.jpg"><img fetchpriority="high" decoding="async" class="size-full wp-image-282246" src="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn3.jpg" alt="Mantis Burn Racing_20161109112619" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn3-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="Body"><p class="review-highlite" >"The mechanics of controlling your car and drifting it cleanly through the racing line are simply spot on."</p></p>
<p class="Body"><span lang="EN-US">The presentation is also very clean, with both the visuals and the music being nothing offensive, but nothing spectacular either. Tracks look fantastic, as does the lighting on them, and each vehicle is distinct on the track even from the distant camera, with the UI being clean and easy to read.</span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">It’s just unfortunate that the driving mechanics are all that’s particularly memorable about the game. They offer a handful of different vehicles to unlock that all handle slightly differently in a very Mario Kart fashion, the small and mobile light vehicles, the rounded mediums and the brutish and slow to start heavy. These are further divided into classes from rookie to veteran to unlock as you progress through Career, but I’ll hold off for a moment on that.</span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">There are only two locations included in the game to begin with, and only four tracks to each location. You’ll be getting very familiar with the sand, mud and caves of the mountains for the first hour of gameplay before you’ll even see another environment, which then becomes the only addition to the game, for a total of eight tracks.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn5.jpg"><img decoding="async" class="size-full wp-image-282248" src="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn5.jpg" alt="Mantis Burn Racing_20161109112912" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn5.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn5-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="Body"><p class="review-highlite" >"Mantis Burn Racing makes driving so satisfying, I wish it wasn’t afraid to get more whimsical and include some dynamic tracks or items to layer on top."</p></p>
<p class="Body"><span lang="EN-US">These tracks are not bad from a technical standpoint at all. The first several times they’re exciting to race on and the AI clued me into a few shortcuts I missed. They play to the fantastic mechanics really well and reward skilled driving. Once you get to know the layouts though, there’s really nothing that mixes it up. </span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">The wide roads are devoid of anything besides other racers and the walls. There are no obstacles in sight and there are no other mechanics here such as items to shake up the standings or reign in a dominating player. Skillful driving such as drafting and drifting will fill up a boost the player can deploy, but even upgraded it has all the impact of a kitten fart before needing to be reloaded. </span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">Had the boost worked more like in Burnout, where you could use the meter you had at any point, and felt impactful to use like that title, perhaps racing would feel even a little dynamic. Mantis Burn Racing makes driving so satisfying, I wish it wasn’t afraid to get more whimsical and include some dynamic tracks or items to layer on top. The driving shows the talent is there, I’d have liked to see that extra system.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn1.jpg"><img decoding="async" class="size-full wp-image-282244" src="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn1.jpg" alt="Mantis Burn Racing_20161108131226" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn1-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="Body"><p class="review-highlite" >"Between the low amount of tracks and the nine available vehicles across all classes, Mantis Burn Racing would have seriously benefited from a lot more time in production."</p></p>
<p class="Body"><span lang="EN-US">The game attempts to vary itself a little bit by having you go reverse on the same tracks, which was a trick I caught onto by lap 2 the first time it tried. Were that just a bonus to a game with plenty of content I might have considered it cool, but here it’s simply padding. Between the low amount of tracks and the nine available vehicles across all classes, Mantis Burn Racing would have seriously benefited from a lot more time in production.</span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">Alongside an already abandoned online multiplayer and a local race option, the meat of the game is a career mode. Structured a bit like Sonic &amp; All Stars Racing Transformed, players will clear events on a board to advance through a seven season league. Besides racing, each event will also ask you to hit some other goals such as drifting for so long, to earn gears and unlock further events. It’s a bare minimum unlock system that might convince you to get fancy, but I never ran into the roadblock where I couldn’t progress due to lack of gears.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn2.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-282245" src="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn2.jpg" alt="Mantis Burn Racing_20161109112218" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/MantisBurn2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="Body"><p class="review-highlite" >"As a result of these different modes doing nothing to change your priorities and how you’ll play, every event is going to feel the same."</p></p>
<p class="Body"><span lang="EN-US">Within Career, the game tries to showcase all of the seven game modes within. Three are direct variations on normal racing with the one distinction being the lap count, time trial, and three others that do nothing to alter the gameplay loop of getting to first and staying there. As a result of these different modes doing nothing to change your priorities and how you’ll play, every event is going to feel the same. The dearth of courses is only going to punctuate that feeling of repetition.</span></p>
<p class="Body"><span lang="EN-US"> </span><span lang="EN-US">There is some fantastic execution to the most basic mechanics of Mantis Burn Racing, but almost everything else falls really short. The talent of VooFoo Studios is pretty clear, and if they gave it more time, we might have had something really special. I’ll be watching their next title, but this outing is a footnote at best.</span></p>
<p class="Body"><span lang="EN-US"> <em><strong><span style="color: #ff6600;">This game was reviewed on the PlayStation 4.</span></strong></em></span></p>
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		<title>Your Favorite Franchise Sucks: The Hidden Cost of A Franchise Dominated Industry</title>
		<link>https://gamingbolt.com/your-favorite-franchise-sucks-the-hidden-cost-of-a-franchise-dominated-industry</link>
					<comments>https://gamingbolt.com/your-favorite-franchise-sucks-the-hidden-cost-of-a-franchise-dominated-industry#comments</comments>
		
		<dc:creator><![CDATA[Franti]]></dc:creator>
		<pubDate>Tue, 16 Nov 2010 17:55:33 +0000</pubDate>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Call of Duty: Black Ops]]></category>
		<category><![CDATA[Fable III]]></category>
		<category><![CDATA[Final Fantasy]]></category>
		<category><![CDATA[Franchise Gaming]]></category>
		<category><![CDATA[Indy Gaming]]></category>
		<category><![CDATA[mount and blade]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=14516</guid>

					<description><![CDATA[Trying to argue the negative impact of franchise gaming is a tough sell. Anyone dumb enough to try is immediately bombarded with the impact of each franchise, the popularity of its main character or the number of sales that were generated, which led to more games being made by the people who had already guaranteed [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Trying to argue the negative impact of franchise gaming is a tough sell. Anyone dumb enough to try is immediately bombarded with the impact of each franchise, the popularity of its main character or the number of sales that were generated, which led to more games being made by the people who had already guaranteed their quality, the fact that franchises are, in effect, the backbone of the gaming industry practically all on their own. Where would the current generation of gamers be, if not for <em>Mario 3</em>? Where would the first-person shooter be if not for <em>Goldeneye</em>? How could a game like <em>Dragon Age</em> succeed without the experimentation of the <em>Final Fantasy</em> series?</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2009/09/final-fantasy-vii-cast.jpg"><img loading="lazy" decoding="async" class=" wp-image-505 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2009/09/final-fantasy-vii-cast-300x225.jpg" alt="" width="300" height="225" srcset="https://gamingbolt.com/wp-content/uploads/2009/09/final-fantasy-vii-cast-300x225.jpg 300w, https://gamingbolt.com/wp-content/uploads/2009/09/final-fantasy-vii-cast.jpg 800w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p>These are all extremely valid points. Chances are, taking an average gamer’s last ten game purchases, at least nine if not all ten of them have been, in some way, related to a franchise. And if not, chances are the game purchased <em>will </em>be part of a franchise. Anything that rises even tremulously above mediocrity is likely to get a franchise treatment in some respect.</p>
<p>The legacy, impact, and overall importance of franchises thus far is unimpeachable. They have ensured the steady growth of the industry, simultaneously attracting new generations of gamers while keeping those of us who grew up alongside it happy.</p>
<p>But there’s rot at the heart of the empire. The problem is stagnation, and stagnation comes from a variety of different places.</p>
<p>For one thing, popularity is not a gauge for quality. Popularity does lead to income. Income leads to the ability to make better games in the future. For a franchise to remain popular, it has to strike a balance between its nebulously defined “core elements” and the demand for something newer, shinier and more exciting. Mess up one game, and it could kill the franchise.</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2009/10/Callofdutymw2.jpg"><img loading="lazy" decoding="async" class=" wp-image-2248 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2009/10/Callofdutymw2-300x195.jpg" alt="" width="300" height="195" srcset="https://gamingbolt.com/wp-content/uploads/2009/10/Callofdutymw2-300x195.jpg 300w, https://gamingbolt.com/wp-content/uploads/2009/10/Callofdutymw2.jpg 570w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p>It’s a tricky catch 22, that the power gained by a franchise is illusory because the franchise has its hands tied down by its own popularity. The longer a franchise maintains itself on its original ideas, the harder it will be to change them. It’s a system that allows perpetually repetitive franchises to flourish, while simultaneously allowing any newer, less polished games that have no franchise association to wither on the vine, despite (or because of) the new ideas it brings to the fold.</p>
<p>As good as some indy games are, they can’t compete with any of the big hitters. Despite having some of the most insanely fun and addictive elements, they are seldom recognized as anything other than games to occupy our time with while we wait for the next <em>Mass Effect </em>to come out. Because of their limited appeal (and even more limited budget), it falls on the shoulders of competitive franchises to attempt to do new things. For example, it takes a game with the pedigree of the <em>Battlefield </em>franchise at its back to challenge <em>Call of Duty </em>on the modern warfare FPS front, something that an indy developer wouldn’t have a hope of attempting.</p>
<p>It is unfortunate, because of some of the most fun and interesting games are ones that remain under the radar to the average gamer. <em>Mount and Blade </em>took an old and familiar formula – fantasy role-playing – and used a unique and clever combat system to make it rise above its competitors. One of the main reasons few gamers are familiar with it is simply because the game looks hokey. Characters are blocky and the graphics look like they were straight out of the turn of the century. The stand-alone expansion, <em>Mount and Blade: Warband </em>added new factions, new weapons, and new multi-player modes and while it’s not perfect, the game is, for my money, more fun and replayable than either <em>Dragon Age</em> or <em>Fable</em>. It’s ambitious, clever, and fun… but it’s not a recognized franchise, and so nobody plays it.</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2010/04/Mount_Blade_Warband.jpg"><img loading="lazy" decoding="async" class=" wp-image-7719 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2010/04/Mount_Blade_Warband-300x225.jpg" alt="" width="300" height="225" srcset="https://gamingbolt.com/wp-content/uploads/2010/04/Mount_Blade_Warband-300x225.jpg 300w, https://gamingbolt.com/wp-content/uploads/2010/04/Mount_Blade_Warband.jpg 740w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p>That is perhaps the worst part of the franchise-dominated industry. While it’s not protocol for a publisher who owns a particular franchise to discourage indy games, the effect is the same as if they did. The fact that only franchises have the marketing power to put their name out there practically ensures that all but a few annoyed gamers will tend to stick with what we know, and what we see. Indy developers <em>can’t </em>compete, because we as gamers laud so highly the well-known names and faces of franchises, we tend to prioritize our purchases accordingly. Why spend twenty dollars on an indy game that might be crappy when we could save it to buy <em>Black Ops</em>?</p>
<p>It all adds up. The marketing power, the popularity, the investment of the time and money it takes to make a quality game all rest with the franchises. They <em>dominate </em>the industry so thoroughly that we, the gamers, are more than willing to spend $60 a pop for a game that carries the title of a franchise we enjoy. But imagine what the price for <em>Fable III </em>would be if they didn’t pay for a commercial to air every thirty seconds. How much money did Activision pay Kobe Bryant and Jimmy Kimmel to appear in their latest (admittedly very cool) commercial for <em>Black Ops</em>? Maybe the price of those games might drop five or ten dollars.</p>
<p>What needs to happen – and this is something that we, as the perpetuators of the industry, have the power to change – is the dethroning of the franchise state of mind. We need to make it clear to distributors that, while we’re willing and able to pay inflated prices for games that, let’s face it, we’ve already played, we’re much more interested in what games <em>could </em>be, instead of what they <em>are. </em>Let’s try to get distributors to throw a little extra money at side projects in between their big releases. Instead of getting a new <em>Call of Duty </em>every year, let’s wait two years, with a short, inexpensive experimental shooter in between. Activision can certainly afford it. How awesome would it be for the script quality of any Bioware epic to be put behind a game based on the clever mechanics of something like <em>Mount and Blade? </em></p>
<p>Short, experimental games made by companies that have the power to distribute could find a willing market for them. They could even be included, through Xbox Live marketplace downloads or some other such distribution vehicle, in that publisher’s next big game; first-edition games could come with a download code for a one to three hour investigation into the potential fun of a shooter set in World War I. If it proves popular, a full game might be made, and a new franchise born. If it doesn’t, then that company has saved themselves the time and money of attempting a full-length game that might prove to be a doomed concept.</p>
<p>With the power and the influence that franchise publishers have, there’s really no excuse for this not to be happening already.</p>
<p>Let’s make it happen.</p>
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