![]() ![]() The latter option is a sore point though as the game is frustratingly stingy, resulting in the bulk of the early experience seeing you with just enough cash to either upgrade one car to keep up with the competition, or limp along for ages to eventually buy a second vehicle that’s already outclassed, but never both. As you win races you earn money to go towards your upgrades or purchasing of new vehicles. Each tier will start with you purchasing one of two available cars in the specific class before engaging in a series of points based cups that requires you to attain at least bronze position to unlock the next. Most of that admittedly enervating slamming and speeding will (at least initially) take place in FlatOut 4’s career mode which is broken down into three tiers. The big ones here are your speed/acceleration, your handling, your nitro and your chassis. The latter two are of special interest as driving destructively (or catching some air) will build your nitro meter to allow you bursts of pure face-melting speed, but if your chassis is not tough enough then expect your vehicle to get wrecked pretty quickly as you slam into opponents. This is pure arcade bliss – the full extent of the automotive tweaking you do here is using the money you win in races to upgrade various components of your chosen vehicle, like the engine, tyres, exhaust, chassis, etc., all conveniently corresponding to one of the game’s easy to follow stats. – may have been a novelty ten years ago, but here they’ve lost their charm and merely serve as fleeting diversions from the game’s racing.Īs for said racing, anybody coming here expecting anything even remotely close to a driving simulator will quickly find their expectations flung bodily through a windscreen. Even the game’s ragdoll physics based stunt modes – which all have you building up speed with your car before ludicrously launching your driver out your vehicle and into/over/through a serious of obstacles in minigolf, pong, bowling, etc. The problem of course is that once you get past the game’s throwback nature, you’ll find very little in terms of new ideas here. Anybody who last played FlatOut 2 (or its Ultimate Carnage enhanced edition) should immediately feel right at home as everything from the game’s menu screens with its chevron tape motifs to its main gameplay options evokes an immense sense of nostalgia. I don’t necessarily mean that in a bad way though, as Kylotonn has essentially just returned the series to its fun bump ‘n grind racing roots as you sling a number of vehicles around a track or arena with reckless abandonment while a playlist of never-been rock bands cheer you on enthusiastically with almost subliminal guitar riffs. And with the franchise bar thus dragged so low as to be chthonic, new developer Kylotonn really didn’t have to do much for the newly released FlatOut 4: Total Insanity to be an improvement on its predecessor. By all accounts, this was a sanity-preserving oversight as the bug ridden third game in the popular arcade smash-em-up car racing franchise – this time developed by Team6 instead of originators Bugbear Entertainment – is considered by many to be one of the worst racing games of all time. ![]() Remember, if a small number is needed (2 or 3), you could aim to drop a group of pins with the correct number in them.Despite the fact that I played and still completely loved 2006’s FlatOut 2 as early as last year, I never played its 2011 sequel FlatOut 3: Chaos and Destruction. Again, hitting the pin in the middle of its height causes it to topple with the lease amount of bounce and ricochet. ![]() Round 3 – aim for the single remaining pin with the correct value to reach 25 points exactly. During the knock down, try to find the position of the pin with the number remaining to score exactly 25 on the next round. Hitting the pin in the middle of its height causes it to topple with the least amount of bounce and ricochet. Round 2 – aim for the single most isolated pin, with the maximum number of points. During the knock down, keep track of the position of the 10, 11, and 12 pins to see if the base of either of them are isolated on the field, away from all the other pins, and needed for the next round. Round 1 – aim for the top (large ricochet) of the number 12 pin, to topple the maximum number of pins. the number of total pins toppled (regardless of pin values) or b. Score on each round is determined by either a. The Stuntman Master achievement in FlatOut 4: Total Insanity worth 109 points Complete all stunts with gold in FlatOut ModeĢ5 points exactly for Gold from a cumulative score on three rounds. ![]()
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