Each scenario boasts its own set of stunts which, once performed, give us experience points useful to level up. The formula still works very well, we said, and builds around a series of challenges what is the progression of Touchgrind BMX 2. Succeeding in these feats is clearly not easy and the difficulty increases according to the complexity of the acrobatics, with many factors entering the field: the speed of arrival on the ramp and therefore the actual "flight" time, the readiness of the input and its speed, as well as the ability to stop the movement in time so that the bike can land correctly, thus avoiding frustrating the effort with a ruinous fall. Once in the air, you can move your fingers through the most varied combinations to perform a large number of tricks: turns of the handlebar or of the "tail" of the bike, full rotations forwards, backwards or to the side but also and above all multiple maneuvers, to be performed while the BMX is reversed in one direction or the other, or carried out in rapid succession. The concept, born with the parallel series Touchgrind, in which, however, we produced stunts aboard a skateboard, sees the player use two fingers on the screen to control the ends of a BMX inside paths full of ramps from which to stand out. Almost seven years have passed since the release of the original Touchgrind BMX, but the formula developed by Illusion Labs still looks great in this sequel.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |