Jump to navigation
Sponsored by Alienware tracer
Advertisement

TrackMania Sunrise Review

PC Review by Robert Purchese

6 April, 2005

'TrackMania Sunrise' Screenshot 1

A wise friend once told me that you can try to be all things to all people, but in the end your heart shines through. He probably wasn't expecting me to recycle it in print, but it seems like the best way to summarise TrackMania Sunrise - a game whose lifeblood of racing is pumped by the heart of a puzzler.

Consider some of the puzzle games I've been playing lately. Meteos, Zoo Keeper, Lumines. All are united by a simplicity and elegance of concept and finesse in execution, with only the slightest of cracks emerging at the seams. Sunrise, like its predecessor, shares these characteristics - most obviously in the way it says bollocks to things like boosting, handbrakes and other arcade tendencies and uses only the cursor keys for control - and after a while it wears that puzzle heart on its sleeve.

The primary play modes may encourage fast and precise driving, but they encourage it like no other racing game on the planet. Your speed increases more or less exponentially the longer you go without taking your finger away from the accelerator or brushing a wall, the exaggerated physics let you hang in the air for ridiculous amounts of time and even apply the brakes slightly to slow your aerial momentum, and questions of collisions with other drivers and damage modelling never even arise. None of the main game modes even treat the other cars as physical objects. You can drive right through them. But I wouldn't have it any other way.

In Platform, a gameplay mode new to the sequel and now arguably my favourite, the goal is simply to reach the finish line whilst resetting to a previous checkpoint as few times as possible; the eventual goal being to complete the track without resetting at all. Why would you reset? Because the tracks are elaborate, rollercoastery affairs with enormous jumps, blind turns, Tony Hawk-style half-pipe transfers over water, and fiendishly designed hops, braking zones and other tricky sections that often demand thorough investigation not to mention enormous persistence to overcome. Of all the modes, Platform best illustrates how Sunrise becomes a game of instinctive high-speed reactions, and how players quickly become acclimatised to things like the weight distribution and mannerisms of the vehicles and the world, and quickly come to love them. It's already stolen the heart off my own sleeve.

'TrackMania Sunrise' Screenshot 2

Puzzle mode, meanwhile, was most emblematic of the original game and remains the element most cherished by the game's fanatical community. The idea, for those who missed the first game, is that you're given a track setting with start and finish points and checkpoints and then have to use various prescribed track pieces to engineer the most efficient route possible, before entering the world and trying to achieve a particular lap time. Normally there's an obvious strategy that yields bronze and perhaps silver medals, but there's usually a more devilish approach that has to be puzzled out to achieve a gold, and for this you'll have to use the editor to exploit the game's fondness for aerial activity amongst other things. The interface has been partially overhauled for Sunrise, making proper use of the mouse, and although it remains quirky it's quicker to use once you're used to it, and beyond that the developer, Nadeo, has expanded the world to include a broad variety of new track pieces that draw on the game's various environmental styles, with far more scenery pieces that, as demonstrated in Nadeo's own tracks, can also be woven into the fabric of a successful route to achieve top times.

Another new addition is Crazy mode. It'll take you a while to unlock, but when you do it quickly establishes its credentials. The idea here is that you're given a certain amount of time - say five minutes - in which to complete as many laps of the track as possible. Complete four for bronze, ten for silver, etcetera. But completed laps are only recorded toward your total if you finish them within the prescribed time limit, which decreases each time you complete a successful lap. It soon becomes frantic, as errors creep into your repeated sorties through the same obstacles and margin for error narrows, and in a nice touch there are also 15 ghost cars zooming along the same path to throw you off. If they do though, you only have yourself to blame; after a while each track's ghost selection is largely populated by replays of your own previous laps, including those you recorded as part of the same attempt.

The time trial-styled Race mode, finally, may seem the most familiar, with the goal simply being to reach the finish line in a certain time to win a medal - the route for each of which is played out alongside you by ghost cars, occasionally cluing you in to shortcuts. But in practice it's similarly unique to the others, with enormous, spiralling, loop-the-looping, twisty-turny tracks where blind turns and deceptive jumps are rarely as prevalent as they are in Platform mode, but the sense of speed and urgency combined with the frantic, last-minute adjustments often necessary before huge jumps offer a compensatory boost of adrenaline.

'TrackMania Sunrise' Screenshot 3

All four game modes are the sorts of things you pick away at again and again and again, striking the perfect balance between giving you glorious spectacles and compelling you to repeat them over and over to fine-tune. So much so that unlocking some of the levels becomes a question of completing things called Serie Cups, which task you with stitching your performances together in one uninterrupted flow. You choose whether to go for Bronze, Silver or Gold and then that medal's ghost car becomes your target to beat one each of the tracks in succession. Even the easiest Serie Cup is a massive undertaking on Gold, because you're effectively asked to string your finest moments up to that point together sequentially. Slip up enough to finish behind the ghost car even once and it's back to the first track.

Keeping things fresh as you progress through the cups are a number of different car types. Some are sleeker and faster than others (with a sense of speed and immediacy that occasionally puts the likes of F-Zero and even Ballistics, for those who remember that, to shame), while others have bouncier suspension and better traction, or prove themselves to be lumbering and slow to accelerate. Some can frustrate. The first car, for example, generally lands irretrievably on its back when it flips, which is a punishing design decision for a game where you spend so much time jumping through hoops - often literally - whereas the next, a 4x4, can often be coaxed into righting itself when all appears lost. But instead of some being worse than others, they all eventually come to represent a difference of approach and reinvention - in the same way that Meteos unlocks new levels where the playing conditions are so dramatically different that it can feel like a different game each time.

Visually it's incredibly clean and well defined, and manages to uphold a ridiculously high level of detail - watch out for the moisture on the road surface as the camera pans to catch the sun's reflection in it, and the use of mesh-like road surfaces to increase the amount of things being thrust into your brain at any given moment exponentially - and yet it doesn't sacrifice the immediacy of restarts. One of the key components of Sunrise's compelling nature is that hitting Enter brings you back to the last checkpoint like a snap of the fingers, and the same is true of hitting Delete to take you back to the starting point. In other words, the game must somehow cache all of this detail for instant access. When you've seen it in motion - and particularly if you get the chance to play it on a huge screen, as I did - you'll wonder how on earth it's done.

'TrackMania Sunrise' Screenshot 4

Nadeo's is the story of a developer that knows its product inside and out, understands how to make it most spectacular and engaging - right down to knowing exactly where to position certain environmental objects to spin you round in midair so you'll squeeze through a snug gap and land the right way up - and follows every element through beyond what other companies would consider the logical, not to mention financially viable, conclusion. If anything's symbolic of that last comment it's the game's online functionality. You can quickly and easily check for and download new community-built campaigns entirely in-game. Nadeo's even released a car editor - pre-release. And as well as offline hot seat and LAN multiplayer options there are various competitive online modes. My personal favourite being the repeated time trial bit, where you continuously try and better you own lap on a track whilst other players represented on-screen by ghost cars zoom around you doing likewise; the winner being the person with the best lap time after a certain overall time limit for the level is hit. As well as being ludicrous entertainment it's also a hugely social experience, with players often taking a breather to swap banter via on-screen messaging while others try in vain to beat their times.

Granted, the game is undeniably frustrating, but it's also utterly compelling. Whether the difficulty curve suits you is something perhaps best left for the demo to help you decide, but if that does grab you then you'll be pleased to learn that it raises the bar progressively throughout - and the compulsion associated with even the most fiendish tasks (the Platform level that involves a jump from one down-angled slope to another narrow version in a car that has virtually no traction springs to mind) all comes back to that puzzle game allure at its heart. The concept is so simple and elegant, the design of the tracks so intelligent, the restarts so immediate, that even when you're plugging away at the same section repeatedly it feels like one continuous challenge.

'TrackMania Sunrise' Screenshot 5

What's more, it's full of joyous moments - and so much more grandstanding than its predecessor. Particularly because through revisiting stages so much you eventually stumble upon a deliberate quirk of Nadeo's design, like catching the last jump in a fitful sequence, fearing you're about to come up short and land in the water only to skip like a stone from the surface and through the finish line. It's like they're winking at you. You're left just wanting to hug them back.

You can argue that the relentless "try, try and try again" repetition won't appeal to everyone, but it's a different kind of repetition to the soul-destroying grind of so many modern games - most obviously comparable to something like SSX, where you wind up continually restarting until you can complete the first section to your utmost satisfaction, and the only barrier to enjoyment is the pain of having to wait for the game to restart when you foul up. Sunrise doesn't even erect that barrier.

Compared to its predecessor, it looks better, moves faster, throws you further and loves you more. The track design is more extraordinary than ever and full of flourishes that I can barely begin to emulate with my own creations, the new gameplay modes fit right in, and indeed Platform is arguably more addictive than anything in the first game all by itself. There is more of the same in here, but it's more of the same with 900mph flying bells on, and the result is a must-buy game. An exquisite synthesis of the racing and puzzle genres.

9/10

Read our Scoring Policy

Advertisement

Are you excited about TrackMania Sunrise on PC?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-33 of 33 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
space ace
06/04/05 @ 08:09
#1
0
You buried this comment
Comment below viewing threshold
Show
stunts reborn? finally some honor to the pc?
Earl_G
06/04/05 @ 08:16
#2
0
You buried this comment
Comment below viewing threshold
Show
Have they added text onto the pieces during the course builder mode yet? That was my worst turn off from the demo as I didn't know what the hell I was putting down half the time!
Leo
06/04/05 @ 08:25
#3
0
You buried this comment
Comment below viewing threshold
Show
Hear hear!
CrispyXUK
06/04/05 @ 08:32
#4
0
You buried this comment
Comment below viewing threshold
Show
looks like I may have to buy a car game here
groovychainsaw
06/04/05 @ 08:34
#5
0
You buried this comment
Comment below viewing threshold
Show
Loved the demo of this.... must...not...buy....new...games...must...complete...other...
games...first
/gets cramp
/sits down
/takes a breather
/has a cup of tea and a sticky bun
valli
06/04/05 @ 08:40
#6
0
You buried this comment
Comment below viewing threshold
Show
This seems ace! Impressively low PC specs, is that correct?
Wobbler
06/04/05 @ 08:48
#7
0
You buried this comment
Comment below viewing threshold
Show
Bring this out for consoles Nadeo! This, on PSP, would be fantastic. It's the natural home for puzzlers (and racers). Add in WiFi multiplayer, the analog pad (something I didn't like about the demo. Digital controls?) you've got a winner.

Do it, Nadeo, do it!!!!
MoFo
06/04/05 @ 09:01
#8
0
You buried this comment
Comment below viewing threshold
Show
Got this in post yesterday. Agree 100% with the review. What a game! It oozes fun. Gran Turismo may be the epitome of realism but I'll take fun over realism any day. Trying to get a gold medal in GT has to be the most tiresom and frustrating experience ever, where as in TM it's just fun.

My only negative comment is that after repeated play my fingers were really starting to ache from pressing the arrow keys non-stop. Come on guys, give us mind-control damn it!
Frogger
06/04/05 @ 09:07
#9
0
You buried this comment
Comment below viewing threshold
Show
Unfortunately, the Nadeo guys think that the PC is the "Game platform of the future", and are not interested in porting their game onto consoles...
Too bad
Shinzou
06/04/05 @ 09:10
#10
0
You buried this comment
Comment below viewing threshold
Show
You can tell how much love has gone into it. They really deserve a hit.
UncleLou
06/04/05 @ 09:13
#11
0
You buried this comment
Comment below viewing threshold
Show
Unfortunately, the Nadeo guys think that the PC is the "Game platform of the future", and are not interested in porting their game onto consoles...
Too bad


Finally some good news after Creative Assembly's and id's announcements.
meggsy
06/04/05 @ 09:39
#12
0
You buried this comment
Comment below viewing threshold
Show
Demo absolutely had me hooked last night, I loved the feeling of managing to jump 'that gap' before anyone else :)

One question: motion blur? on or off and why do you have it on that setting?

Edit: can't spell
Edited 1 times, most recently on 06/04/05 @ 12:33
Royal Fool
06/04/05 @ 09:44
#13
0
You buried this comment
Comment below viewing threshold
Show
smelly, although Nadeo might love their fans, I doubt they or the publisher would ever want to give up potential sales profits for the sake of being nice. I also agree that this game would probably be excellent on Xbox, but nobody would buy it...

I can't wait to try this game out, I loved Trackmania (I haven't tried the Sunrise demo yet, trying to hold out).
smirny
06/04/05 @ 09:54
#14
0
You buried this comment
Comment below viewing threshold
Show
However, i was once told on a webshite that sunrise would be free to those who had the original trackmania.. in much the same way that "powerup" was. I presume this website was talking a big pile of doggy doo doo?

this is not true... however... there is a free bolt on coming for the orginal TrackMania called 'Speed Up' which adds some of the sunrise features to the orginal, stuff like the 3d car painter and mouse control for the editor, they were most likely referring to this.
boabg
06/04/05 @ 10:19
#15
0
You buried this comment
Comment below viewing threshold
Show
Is there no way to get it going with a controller?
smirny
06/04/05 @ 10:24
#16
0
You buried this comment
Comment below viewing threshold
Show
Is there no way to get it going with a controller?

you can play quite happily with a controller :)
pjmaybe
06/04/05 @ 11:51
#17
0
You buried this comment
Comment below viewing threshold
Show
Sounds great (again!) - Hopefully they've sorted out some of the issues from the demo (like it not liking my PC!)

Still reckon this would be a fantastic Xbox LIVE game.

Peej
symmetry
06/04/05 @ 12:14
#18
0
You buried this comment
Comment below viewing threshold
Show
I'm using my Xbox controller on my PC and it works brilliantly. Just wish I could edit the tracks with my controller as well...
silver jon
06/04/05 @ 13:33
#19
0
You buried this comment
Comment below viewing threshold
Show
Sounds like I might need to add the cost of replacement keyboard and mouse to the cost of the game. It looks really good but I doubt I have the patience.
Feanor
06/04/05 @ 13:45
#20
0
You buried this comment
Comment below viewing threshold
Show
The review was very well written. Too many reviews don't make it clear when a game can be very frustrating, just because the reviewer personally didn't mind it.
L0cky
06/04/05 @ 16:54
#21
0
You buried this comment
Comment below viewing threshold
Show
Wow, this seems to have taken a few bounds since the original.

/me grabs the demo

did someone say 3d car painter? Does that mean I can ressurect my Irn-Bru car from Top Gear Rally? \o/
mingster
07/04/05 @ 01:22
#22
0
You buried this comment
Comment below viewing threshold
Show
this game is truly amazing if u like driving games its a must buy.
And i've only played the demo yet u could download new tracks that work in the demo from an amazing site called http://sunrise.tm-exchange.com/
these homebrew trax were incredible as well even played against some of the creators of them online.
Online mode works amazingly as everyone is a ghost.
One thing that is needed is a joypad i use xbox controller otherwise you'll soon suffer extreme pain in your fingers after a few hours play.
This is the best FUN driving game ever you can stuff GranTurismo realism this is like stunt car racer all over again
smirny
07/04/05 @ 10:32
#23
0
You buried this comment
Comment below viewing threshold
Show
yup, if you ordered of the DJ site copies started being shipped when they recieved stock last fri... i honestly couldn't say how long it'd take to reach the states, but i know people in the UK have already recieved copies.
asphaltcowboy
08/04/05 @ 17:37
#24
0
You buried this comment
Comment below viewing threshold
Show
The demo is amazing! All I need now is the money to buy it with! 8)
asphaltcowboy
10/04/05 @ 16:23
#25
0
You buried this comment
Comment below viewing threshold
Show
gah! the demo is so brilliant...
can't wait for my play order to arrive... :(
swede
11/04/05 @ 18:29
#26
0
You buried this comment
Comment below viewing threshold
Show
Anyone who is unsure, just try the demo at the very least. The game is amazing, the first TM was OK, but the tracks felt a bit generic. Not so with sunrise, they are extremely diverse within each environment.

Multiplayer is a must try too, this has torn me away from WoW this weekend.
Edited 1 times, most recently on 11/04/05 @ 19:30
Ceatlan
13/04/05 @ 20:41
#27
0
You buried this comment
Comment below viewing threshold
Show
I can't believe you didn't mention the completely ludricrous difficult level that this game has, in the review. I consider myself an above average gamer (been playing for about 25 years and can beat most of my friends and colleagues) but I can't get near to a gold medal on anything in this game. At first this didn't bother me, as I'm not so bothered with achieving perfection in games any more, just having a laugh and progressing through. However after not very long it starts saying that it requires you to get at least one gold medal, before it will let you advance. Its kind of cut short the whole experience.

I also find it very strange that the SUV handles so much better that the sports coupe. Yes the sports car handles the best, but the sports coupe can't turn into any corner without suddenly seeming likes its on ice, whilst the SUV turns in almost as well as the sports car.

Its a shame really because I was really enjoying this game (well apart from the sports coupe races anyway), but the ludicrous difficulty level has brought the whole thing to a stand still.

Ceatlan
Edited 1 times, most recently on 13/04/05 @ 21:42
Ceatlan
15/04/05 @ 08:52
#28
0
You buried this comment
Comment below viewing threshold
Show
I agree that getting gold on GT 3 is harder, but then I wouldn't even contemplate bothering to try.

On some of the races in TM I can get with a second or so of the gold time, but in others I can't get within 10 secs. The problem is that to get gold you need be almost perfect. Now I don't mind it when games need you to be perfect to get gold, it makes sense really, what I have a real problem with is that it requires you to get golds before you can progress. This means that for me the game is effectively over, I have too many other games to play to be bothered with repeatedly trying over and over to get perfect in any one game, I'd rather be progressing in another.

Its the problem with being a bit older, having loads of disposable cash, having too many games to play, and too little time to dedicate to any one in particular. I now like my gaming is short bursts where I can make continous progress, otherwise my attention drifts to something else.

Edited 1 times, most recently on 15/04/05 @ 09:53
P-J
15/04/05 @ 20:25
#29
0
You buried this comment
Comment below viewing threshold
Show
I have to agree with Medulla_stealth on this one. It's not that difficult.

I thought it was unbelivable hard at first, sometimes playing a blinder and finishing 15-20 seconds outside the gold time. I was using the keyboard for that-- I plugged in my X-Box pad and adapter and the game became _significantly_ easier.
Ceatlan
16/04/05 @ 08:25
#30
0
You buried this comment
Comment below viewing threshold
Show
I'm not using the keyboard, I'm using a saitek dual shock replica.

Although I must admit I'm not using the analogue sticks to control the break or accelerator as I can't stand doing that (steering yes, but accelerator and break no). The analogue shoulder buttons on the Xbox pad are superb and I always use those, but I've never been able to use a stick for accelerator and/or break like you have to on a PS pad. Do you think the analogue accelerator/break will make the difference. If so then I think it sucks big time when someone makes an arcade racer for the PC, which requires that you use the analogue accelerator/break to progress. If using the digital controls means you can't progress in the game, then they should not be there.

Oh well, I've moved on to other games now anyway.

Edited 1 times, most recently on 16/04/05 @ 09:26
asphaltcowboy
16/04/05 @ 12:43
#31
0
You buried this comment
Comment below viewing threshold
Show
Absolutely brilliant game. Genius. The sports car and 4x4 are excellent, but I'm surprised how lenient you were with the utterly utterly shit roadster. It's so bollocks it's unbelievable. Anyway, at the moment I'm finding the game challenging, and have I haven't tried the roadster with my Xbox pad yet, but then again, I'm playing the demo more because my friends haven't bought the full thing yet!
Edited 1 times, most recently on 16/04/05 @ 13:45
mr_chiquita
12/07/05 @ 13:54
#32
0
You buried this comment
Comment below viewing threshold
Show
Jut bought this amazing game from Tesco Online for the paltry sum of £9.49!

If you haven't got it yet, buy it now. If you thought the demo was good you can multiply the fun by about 100 for the full game.

It is ALL THAT

oh yeah and the roadster just needs a more technical approach - frustrating yes, but when you get it right it's sweet!
BlackArmsShadow
05/01/06 @ 17:07
#33
0
You buried this comment
Comment below viewing threshold
Show
The best game I've ever played. Full stop.

Comments: 1-33 of 33 in total

Want to comment on this article? Log in, or register!

Metaboli

X View gallery