Rather than tearing out of the starting block, somehow this one sputters and dies on its fundamental issues
While I’ll certainly admit I’ve never been one to have much fascination with drag racing personally, my father’s enjoyment of watching them sometimes long ago does help me understand the overall appeal. The tension, every small detail critical to success, and then the roar of those massive engines as the cars streak down the track. Given that there’s technically so much to making that brief race successful, but that much of it doesn’t translate directly to varied and engaging ongoing play I’m sure makes adapting this sport to consoles a challenge. The thing is, all of that said, Speed For All really limps away from the line on a number of critical fronts and it undoes any long-term team-building and smart moves you can make off the track. There’s just something wonky and off in the game’s obvious desire for you to be precise and how loose and unresponsive the controls feel as you try to maintain your line even before you’re trying to go from zero to 60 in seconds. Add on that both in terms of the often-muddy visuals and the sound that absolutely fails to even begin to capture the intense noises on the track and it’s hard not to quickly get detached from what should be an immersive experience. Tack on both a pretty aggressive price, as well as a number of edition upgrades that (in my opinion) add insult to injury for a game that’s shipping out far from perfect, and I really can’t recommend this title at launch.
Justin Nation, Score: