October 25th, 2007
X Motor Racing
I always find it hard to judge independent releases, knowing the huge amount of time, work and dedication needed to run such an enterprise. Indie developer Exotypos is already at its second racing title, after No Brakes: 4x4 Racing. More than three years in the making, their latest game is called X Motor Racing and went live on September 28, 2007. Unfortunately the gaming industry revolves around competition and money, thus the 19.99$ price tag on X Motor Racing demands an objective evaluation of the game.

You’ll find the game running in a native 1152x864 resolution which can’t be customized to fit your own needs. In fact, the lack of customization will haunt you for the rest of the X Motor Racing experience, with no controls to rebind or graphical and sound properties to alter. It all comes “as it is” and runs from the start in its tight specifications, not unlike a console port to PC.
Once X Motor Racing starts, a particularly interesting option got my attention and that’s the car physics tab. Where can I begin? One mouse click away lays the possibility of altering each and every aspect of the way your car responds to controls, pretty much like a real live simulation used within a car factory. You can manually change common car aesthetics, mass, aerodynamics, hydrodynamics, steering, brakes, engine, suspension, engine transmission and tire response, each in a separate tab with over 10 attributes to modify. It can get so complex that you’ll soon feel like running your own virtual garage and customizing the super car you never got the chance to buy in real life. If there’s one thing special about X Motor Racing, then these extra options are it.
It’s not all numbers though, because the time spent tweaking your race car will reflect in its street performance and the overall fun level when steering it on virtual roads. Exotypos developers modeled in game vehicles to resemble Fiat Palio, Skoda Octavia, Audi A2, Audi A4, Audi TT, Chrysler Viper, Mitsubishi 3000 GT, Porsche Doxster and Porsche 911 Turbo. Unfortunately, even with the help of such a developed customization tool, models do not respond to controls as the original counterparts as they’re similar in shape and form only.
As most recent racing games accustomed us to, the interface is quite simple and shows utility over eye candy or useless statistics. While playing the arcade mode you will be able to somewhat steer your car properly with a keyboard, yet the experience is not exactly fulfilling. It beats the purpose of X Motor Racing to try it on anything less than a driving wheel setup, thus the simulation mode is recommended. The game doesn’t show detailed backgrounds, nor does the car smash into little pieces on impact so the reality factor is poured somewhere else. It’s a bit frustrating to notice that every little obstacle along the road will not slow you down, but instead bring you to a full stop or send you flying into the grass. At some point the control selection tool tip lets us know that X Motor Racing was designed for the driving wheel and that’s where the game strong points are, as shown in the trailer. It’s a lot easier to maneuver the car that way and you can perform some pretty impressive tricks if you’ve got the skill.
There are three game modes and a training track available. The Highway Race is suitable for quick and blood pumping sessions, the perfect place to try greater speeds. It’s not a bad idea to try this when first getting acquainted with the way controls respond and try a few easy turns before going into the fray. Then we have an off-road mode which I find more challenging simply because the camera angles shift in relation to the road. If the road is bumpy, you’ll find yourself in the awkward position of not seeing exactly what’s ahead of you and driving by guessing which way the road will turn next; not exactly professional, but fun none the less. Driving blind has the advantage of a more realistic simulation, as off-road races usually are incredibly bumpy and drivers often enough find it difficult to keep steering the right way. You can improve your best lap time in the Hot Lap mode. As for training, that particular track is the standard square box where you can just roam freely and test what your newly customized model can dish out in terms of speed, mobility and control response, your very own sandbox testing unit.
I particularly enjoyed one aspect of the simulation part, namely when I was going up a hill and I stopped the car for whatever reason. To my dismay (and quickly ensuing panic) I found out that my racing car was steadily descending in reverse, under the influence of its own weight. It seems the gravitational pull is better than my driving skills as I had to pull off my car from the bush. In the end, you can press the insert key and reposition your race car back on the right track. Transmission is automatic or manual as you choose, and page up/down will up the gears or eventually get you in reverse to back away from unwanted positions. In the end, X Motor Racing is not exactly targeted at casual gaming due to its high customization eccentricity and highly demanding control scheme.
Graphics are a bit off for a 2007 title as I don’t see enough eye candy and detail, coupled game engine limitations when it comes to small obstacles and the invulnerable car model. Music is decent enough but you can import your own. The most important sound you hear in a racing game is, understandably, the sound of your engine. In X Motor Racing it’s a bit unrealistic and disturbing which cuts off a fair bit of gameplay pleasure.
As a conclusion, if you’re a racing games fan go try the demo before engaging in a purchase. X Motor Racing soundtrack set, graphics editor and tools are available for download on the official site so that you can create your own track or car and add them to the game. The price will be 19.99$ until the end of the year so I suggest you make up your mind fast, because you might find less value for you money when paying the full 39.99$ afterwards.














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