Trials Fusion

By Sharad Hirjee - May 3rd, 2014


I can tell you everything you need to know about this game with two simple words: simple; entertaining. But, for those who would like a little more justification, allow me to elaborate.

Simple. The base game controls are amazingly simple to grasp; the left stick controls the lean of the rider, in order to control landings, jumps and flips. The right stick controls the direction of the rider’s legs, to perform tricks. The right trigger (R2) is the accelerator and the left (L2) controls braking. That’s it, folks. Once you master the basic controls, adding flips and tricks is no biggie, and makes every attempt at each track a different experience. The physics are based in the real world, and the progression of track difficulty is well laid out (a gentle slope some might say, very much unlike some of the hills that you can climb in this game). Do not misunderstand the above, though – while the controls are easy to grasp, mastering them is an entirely different story.

Entertaining. Whether playing solo against the clock, or racing with a buddy next to you, I found game to be very interactive and addictive. The game has broad appeal to all age groups and is one that the dads and moms can play together with the kids.

Even if you miss your boarding, you can still attempt to catch your flight like this.

The game-play progression is based on the completion of a course within a specific time and with as few faults as possible. The better you do, the more medals you get. Once you get enough medals, the next level becomes available. Don’t leave too many medals on the table though – do your best to get gold on each level. This will matter in the later stages where the level progression becomes a bit more challenging. As you progress, you will also unlock bigger and better bikes. Try not to get too attached to your current bike (in the early stages), as you will need the better vehicles to complete some of the more difficult tracks.

Then there are the tricks; once you pass the FMX training level, you activate the capability of doing tricks. Up until that point, the focus was on speed and not falling down; the tricks add some complexity, as now you have to start learning to fill the massive air that you attain with crazy tricks and stunts. You can easily add to the degree of difficulty of every track by seeing how many tricks you can cram in.

One of the things that I really liked was that in head-to-head mode if one of the players falls, that player is just pulled forward and reappears on the track (most likely due to the fact that there is no split-screen). In many ways, it feels like it is almost a self-correcting assistant when two players of different skill levels are playing head-to-head. This was especially handy when playing with my young niece: no matter how many times she fell, the game kept the race close.

The tracks that come with the game are graphically amazing. Playing on my PS4 at 1080p HD, the game takes advantage of some of the next gen console’s superior processing power to generate very smooth and detailed renderings. As impressed as I was with the graphics, the audio is what really impressed me. The game utilizes the PS4’s 7.1 capability to deliver on this. Every bike has a distinctive sound, adding to a feeling of total immersion; you can really tell that much thought and effort was put into this aspect of the game (an aspect that I appreciate, being a huge audiophile and all).

The only way to sight-see in the city.

But what happens when one has played all of the tracks in the game? Well, the build-your-own-track mode gives those with an ambitious creative bent an outlet to construct their own tracks with gravity-defying jumps inspired craziness; these can then be uploaded to the Track Central database, where many user-generated tracks reside. This pretty much guarantees that you have an endless supply of tracks to challenge yourself once you have mastered the ones that come with the game. The track editor is intuitive, but took a little bit of time to get used to. I like this capability as it extends the playability of the game for me, and gives an army of track creators to RedLynx. This is a win-win situation for both customer and the maker if you ask me.

All in this is a pretty good game and I would recommend it, even if you aren’t into track creation. I was surprised with the quality of the build and the amount time that I spent enjoying this one. It is a solid buy for me, especially with the promise of more in the way of DLC.

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