Crash Team Racing: Nitro-Fueled review - a generous remaster of a cult classic
For the uninitiated (sort your lives out), Crash Team Racing is like Mario Kart only objectively loads better, firstly because it has lots of odd, Prongles-tier characters in it that signify everything great and awful about this era of '90s brand nostalgia, and also because it actually introduced some great mechanics back in the day: namely an active power-slide function (similar to but I promise not exactly the same as Mario Kart's) that not only let you drift around corners to stack up speed boosts, at the risk of fluffing your timing and spinning out, but also required you to actively hit the second shoulder button at the right time to actually get the bonus speed. The later you leave it the more chance of spinning out, but the higher the potential boost in speed. It added - and adds - a brilliant layer of complexity to the game's already cracking, intuitive handling: rather than being just about a good line or good braking, cornering in CTR is about knowing when to hop, when to break and turn mid-air, when to power slide and whether or not to chance a chain of boosts.
It's a little on the short side, if you're just ploughing through the races - it only took me three and a bit hours, although I should stress just how uncomfortably familiar I am with this game and the fact I mainlined the races only - but it's still a simple and surprisingly neat hook, even now, providing a gentle, gradually scaling introduction to the game's tracks and characters. If you do want a little more challenge, and maybe have a craving for the days of hundred-per-centing games like they were the only thing left in your life, there is still a decent chance to test yourself in the much tougher time trials and crystal-collecting arenas, which drag the mode out far, far longer (but do also feel like someone's using all their powers of creativity to squeeze every drop of "content" out of driving a kart around a track).
I'd normally say that level of intricacy is what gives CTR its longevity, the temptation always there to go back and shave an extra few seconds off by nailing a certain jump, chaining a near-impossible set of boosts or just getting all Forza and finding a better line. But with Nitro-Fueled that's sort of moot, because Beenox has just gone ahead and added another fourteen tracks - thirteen from the PS2's lesser-known, locked-in-the-attic sibling Crash Nitro Kart (we don't talk about that one), and an extra retro one for a laugh. There are also ten more characters that I know of, again from the sequel we don't talk about (CTR has a thing for hiding the odd secret unlockable but if there are any more, barring the old cheat-only one I shan't spoil, I haven't found them yet). And there's a surprisingly fleshed-out customisation system too - all cosmetic only, and all seemingly only unlocked with coins earned from gameplay, too, not a microtransaction in sight. Every character has a handful of skins, and there are a wealth of kart-tweaking options - from bodies to wheels and decals - again cosmetic only, again unlocked with in-game progress. Beenox is also promising at least three free "seasons" of DLC after launch, bringing new tracks and characters including, you guessed it, an inevitable appearance from Spyro.

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