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A Review of Trials Rising


For all that Ubisoft has largely come to be
viewed as the epitome of paint-by-numbers, quantity-over-quality design over the years,
it’s easy to forget that, for a while there, their development teams were seemingly more
than willing to get self-referential. Remember when Assassin’s Creed Black Flag
had you commodifying the lives of real historical people for entertainment under the employ
of a shady video game company with darker ulterior motives that also happened to be
called… Abstergo Montreal? Likewise, 2014’s Trials Fusion managed to
frame its stunt-based gameplay in an unexpected light, with the subtle introduction of a tongue-in-cheek
metanarrative alluding to the fact that the countless, instant respawns that have become
something of a series trademark, actually see you inhabiting (and subsequently murdering)
a new clone every time. The titular trials here are actually part
of a larger experiment carried out by a yet another shadowy organisation; seeing you burn
through lives for the sake of sheer content. Most players probably didn’t notice but
it served as a clever use of mechanics by the developers to poke just a little bit of
fun at the nature of the industry they found themselves in. Fast forward to the present state of Ubisoft
and its tentpole franchises, however, and the subtext has all but vanished. The years of research carried out to find
our breaking point have paid off; we unironically grind and toil against hostile design until
we can do so no more, at which point we pay our corporate overlords directly in order
to play less of the Assassin’s Creed game so we can move onto Far Cry and do exactly
the same thing. In a similar vein, we can’t just have a
good Trials game anymore and despite the recently released Rising at points representing the
peak of the series, it inevitably comes with the baggage of a modern Ubisoft title—spreading
its content unnecessarily thin via a shift towards a confusing, grindy progression system
and a much greater focus on social play that seems like it exists purely to drive the game’s
newly foregrounded customisation and loot economy. At its core, you still have the same beautifully
simple control setup of accelerate, break and tilt that over time reveals its surprising
depth. You come up against obstacles that serve to
morph your expectations of a cartoonish, explosive motorcycle game from pedal-to-the-metal bombast
to something more measured. You come to view ramps less as opportunities
for sick jumps and more as an obstacle to be efficiently overcome, as you try to spend
as little time in the air as possible in order to keep moving forward. So far so Trials, but like Fusion before it,
the devil is in the details of the way these mechanics are framed; namely, that the series’
edges appear to be shaved away in order to facilitate a decidedly more “social experience”
this time around. Gone is the sleek, futuristic look of Fusion
or even just the straight-ahead, no frills approach of Evolution—here the action you
came for is broken up by saccharine cardboard cut-outs showering you with praise and Fame
and Trials Coins and loot crates containing cosmetic items of varying rarity. Every race has a podium finish consisting
of real players. The game’s campaign features a disappointingly
high number of the stadium-style courses previously relegated to multiplayer modes, sacrificing
the imaginative design of more solitary tracks for the feeling that you’re sharing a social
space with physical characters wearing physical items. Load screens give you just enough time to
look at the cuh-razy clothes others might be wearing and maybe make you wonder how you
might acquire them yourself. The friendly corporate face belying a darker
underbelly isn’t played for laughs here—it just is what it is. On first glance, Trials now looks and operates
uncomfortably like a mobile game, and the way its new progression system is structured
– gating off its best content until you’ve jumped through enough arbitrary hoops – doesn’t
do the game any favours. The core premise of the game’s campaign
seems simple enough—rise to the top of the league, become the champion. Disappointingly mundane compared to the borderline
Soylent Green homage of its predecessor but also maybe a return to the basics of Evolution;
mirroring the purity of its gameplay. That is until you get literally past that
intro and find that Rising has something of a readability problem. See, in order to get to the top of the league
you need to compete in several smaller leagues first which comprise of three races each and
you unlock them based on your level which is affected by the events strewn all over
this map screen, themselves broken up by sponsors which seem to have no purpose but to offer
different types of events as well as contracts which see you repeating older events but this
time with different objectives thrown into the mix. It all leads to a confusing scenario in which
you’re not quite sure what events you have or haven’t done, which ones are new events
and which merely new contracts, or whether you’re chasing medals, seconds or Fame,
whatever Fame does. Repeating tracks is part of the charm of a
Trials game as you aim to claw viciously away at that time. In previous titles it was in service of your
own improvement—better time, better medal. It was simple. Here, you could have mastered a course long
ago, got a diamond medal on a fairly unexciting track, but you’ll need to go back to it
again to do three backflips because completing the arbitrary contract will net you more experience
than trying to perfect your times on tougher events, experience being crucial to unlocking
new areas. It becomes grating fast and I’ll admit I
was waiting, just waiting for that pop up to tell me that time savers were available,
but to my shock, that pop up never came. And in a world where we are literally paying
Ubisoft to play less of their games, there’s something oddly comforting about seeing in-game
purchases limited to purely cosmetic options. The issue I have with this, however, is not
about the randomness of paid loot boxes—these random crates can seemingly only be purchased
with currency earned through play. It’s not even that customisation is a thing—you’ve
always been able to buy goofy stuff for your rider to wear, as an aside. The issue is that, as someone who doesn’t
really get the Pavlovian response to cosmetic loot crates, unlocking daft gear was never
a cause for celebration. Instead, I found myself cursing the rigamarole
of having to watch every single crate open separately, with all the different systems
contributing to this economy getting directly in the way of the action I came here for. Which is a damn shame because that action
isn’t merely “more Trials”, it’s arguably some of the best Trials. After completing a couple of pretty underwhelming
leagues, you’re thrust into some of the most vibrant course design the series has
ever seen; with the one benefit of lacking any kind of strong, unifying visual aesthetic
being that, when it comes to the tracks themselves, the designers aren’t limited by geography
or time period—allowing them to go totally buckwild. The pacing seen in many of these globetrotting
tracks straddle that line between sheer spectacle and delicacy to a near perfect degree. The best maps can be broken into discrete
pockets, with a brief window here or there allowing for holding down the pedal with reckless
abandon before quickly moving to a moment of split-second decision making; where letting
off the gas at the exact right instant, the slightest tilt of the stick can be the difference
between success and failure. It’s a loop with each tiny moment feeding
into the next, giving you the sensation of riding a rollercoaster that you retain a terrifying
amount of control over. And while you can look at the game’s mobile-esque
presentation or some of its more basic course design earlier on and argue that the game
has dumbed itself down from its more hardcore roots, the surgical precision required by
some of Rising’s later tracks bring this into question—the game perhaps just doesn’t
make the best of first impressions. What’s more, not all of Rising’s nods
towards roping in new players with a friendly face seem so cynically minded. For example, what little training missions
existed in previous games failed to fully verse newbies in the often incredibly subtle
techniques needed to complete harder stages, while also acting as an unnecessary, unskippable
roadblock for more seasoned players. Rising’s University of Trials mode, by presenting
these lessons as a series of optional, graded tasks, provides an incredibly comprehensive
set of stages for newcomers to learn, while presenting bolder players a heightened skill
ceiling later on, allowing them to treat these tutorials as if they were normal stages and
therefore giving them a reason to fully explore the mode (however patronising it may outwardly
appear). It even goes to the trouble of explaining
the mistakes new players tend to make; like constantly accelerating or trying to jump
as high as possible, for example. While the game has its issues structurally,
modes like this make it clear that, rather than luring in the suckers with a happy-go-lucky
aesthetic and watching them bang their heads against the wall in frustration, the developers
above all else want you to understand and enjoy the unique and often unforgiving type
of challenge that Trials can offer; they know their players and they care. And this is perhaps the most frustrating thing
about Rising—in terms of moment-to-moment gameplay, this is almost certainly the most
satisfied a Trials game has left me and you can tell that a great amount of care was afforded
to iterating on the strengths of the series’ course design and game feel. It’s just unfortunately wrapped up in a
quagmire of needless and confusing additions blocking you from Rising’s best features,
in order that it can shove its worst in your face. It all goes to show that, even if you have
the best controlling game on the planet, the way you frame that experience, from aesthetic
to systems to maybe even a narrative level, still matters a great deal. So I hope you enjoyed this piece on Trials
Rising. If you did and want to support the show directly,
you can always head to my Patreon like these wonderful folks currently on screen. Your unbelievably generous support has been
fundamental in allowing me to keep doing the work I do and I’ll never be able to fully
thank you for that. Special thanks go to Mark B. Writing, Rob,
Nico Bleackley, Michael Wolf, Artjom Vitsjuk, Ali Almuhanna, Sivaas, Dallas Kean, Spencer
(iruleatgames) Gellar, William Fielder, Timothy Jones, Spike Jones, TheNamlessGuy, Chris Wright,
Ham Migas, Travis Bennett, Zach Casserly, Samuel Pickens, Tom Nash, Shardfire, Ana Pimentel,
Jessie Rine, Brandon Robinson, Justins Holderness, Christian Konemann, Mathieu Nachury, Nicolas
Ross and Charlie Yang. And with that, this has been another episode
of Writing on Games. Thank you very much for watching and I will
see you next time.

Glenn Chapman

100 Comments

  1. First, the way you edit some parts so gameplay fits what you're saying is amazing even if simple to execute. And second, its really sad to me seeing something like this because i have a feeling most of these convoluted additions were not a decision made by the people actually making the game, but came from somewhere else. The idea of making a good product that gets a bad package hits really close to home for me

  2. The beauty of the trials games has been simplicity. The series doesn't need all this social bullshit. Good to hear that the actual gameplay and level design is still good.

  3. Player – "Awwwwww yeah, time to have some simple fun!"

    Ubisoft – Deeply Inhales Cigarette "Do the fun on a loop until it isn't fun anymore, then eventually we'll unlock the NEW FUN"

    Player – "Okay, I'll do it…Please don't hurt Rayman"

  4. The gameplay and track designs are great, the unnecessarily grindy progression system really isn’t.

    Edit: great review btw. Agreed with every single complaint.

  5. I absolutely adore the customisation in Rising. It's something I've wanted from a Trials game since Evolution on the 360, but since I never got it I never played another.

    Rising was fun from what I played in the beta, and I really want to get in on it, but you're right about how the loot crates get in the way. I'd much prefer a shop system akin to many Neversoft games like Guitar Hero where you can still have all the customisation, and none of the monetisation BS, but alas; those games are a thing of the past.

  6. Brilliant write-up. The general presentation of the game and seemingly constant slog through menus and arbitrary challenges are what turned me away. The simplicity of Trials is what made it work, and though they advertised Rising with that impression at the forefront, all of this overcomplication with the mission structure and social elements only detract from that. It's an unfortunate circumstance of a company's larger-scale decisions impacting the design of the game. Much like the wait times in Just Cause 3's weapon/vehicle drop system, the implementation of microtransactions still affects the overall gameplay, despite being removed before release.

  7. From a top 100 global player during the Fusion days…

    I dont think im coming back to trials. After the stunt they pulled with the DLC not being included in the season pass…
    Im done. I bought the damn DISK and the box promised all the future dlc would be included.
    Spoiler: it wasnt.

    Be wary if youre buying this game with season pass. Theyre gonna burn you again.

  8. I love this series, but early on in the video, seeing that it's designed around progression, lootboxes, and microtransactions turns me off wanting to play it. Thanks for taking the hit on this one 🙂

  9. i find it ironic that the first time i played trials was the mobile version, here we are with a mobile-esque progression in a console game. although it sucks that all the bad things are there, it's good to hear that the gameplay is still good.

  10. kinda crazy to me that trials still exists as a franchise, its such a remnant of the bygone era of flash gaming and xbla. it's like if they were still making alien hominid sequels, its really weird

  11. I love Ubisoft and how one moment i can be totally enjoying their games and the next being completely overtaken by disappointment. Shitty, but kinda fascinating to have this many mixed feeling about a company.

  12. I wonder if there’s a PC mod that deletes all of the repetitive bullshit

  13. I do like the smaller sections of ubisoft. I want another Grow home/up game. Weird that the climbing was more engaging than another Ubisoft game.

  14. Very well articulated as always. Haven't played any Trials games myself but the arguments you make are universal to game design and should be (easily) taken into consideration when analyzing any other franchise. Thank you for filling 10 minutes of my life with amazing content. Keep up the good work.

  15. This will be the best trials game once I unlock all the tracks and they release a patch that shows all the tracks in a simple list from easiest to hardest. Until then evolution is my favorite.

  16. Excelent review, explains prrfectly why I skipped AC Origins and AC Odyssey and now this on Nintendo Switch.

    I liked FC5 with mostly realistic enemies that die from 1 bullet to the head and when FC New Dawn was revealed I was super hyped to finish the story but when I saw those enemy units with pink and gold health bars I was very sad; who asked for this??
    Maybe I buy it for 30 bucks and with WeMod or other trainer so that I can overpass most of that stupid FC RPG-bulletsponge enemy design.

    At this point I wouldn't be suprised if Watch dogs 3 and new Splinter Cell games have same design… fuck you Ubisoft

  17. There is no doubt in my mind that the grindy progression system and the lootboxes were the fault of Ubisoft, not Redlynx. Redlynx loves their games and their community very much, it's hard for me to imagine them intentionally screwing us like this.

  18. Wow, even Trials is ruined by Ubisoft. I liked the first couple of games for being straightforward and fun. Welp, yet another game not to play.

  19. I’ve barely opened any loot boxes cause I just want to play the fun tracks

  20. I like the attention to detail in the tracks and the interactive elements

  21. It really is an indictment of the industry that reviewers are now praising games (or at least are pleasantly surprised) for having microtransactions that can only be used to purchase cosmetics

  22. Fantastic review … captures exactly how I feel about this game, especially as a long time fan of the games.

  23. I played Trials Fusion for a while but i hated the menus so much that i never came back.

  24. You guys remember when games would give you cosmetics for beating difficult challenges?

  25. During the demo I opened some boxes at first, but afterwards I simply ignored them until the moment when I quit. At that moment I opened all and was quite underwhelmed to be honest. Something which I hate is that you're forced to present your stuff. That makes it impossible to make morally questionable content 😉
    And then there are these cringy animations and costumes…
    All I want is a list to choose the level from and maybe a preview pic. Maybe also earning some money with which you can buy visual stuff in a shop. I don't need ranks or exp in such a game!

  26. You mean there were other games between this and HD? I have missed out on a lot. That does seem disappointing the direction they're taking it in. Who bets paid shortcuts get stealth-introduced eventually? Seems like it's designed for that to happen at some point. Ugh. Loot boxes. And ugh, other players. Is this a game you need to play online to complete, then? Or can it be single-playered?

  27. I was actually thinking of picking them up, because the back to basics aesthetic was one I was happy to see return. But this review pretty much made it a guarantee that I will never get this.

  28. I haven't really played a trials game before, but so far I like it with the tutorials etc. I hope the issues get fixed soon and they don't go the Trackmania Turbo way and let the game rotting, after it was released and the problems came to the surface.

  29. Ive been grinding all these contracts for around 6 hours now. 10 back flips here and there. It’s doing my head in. Sick of playing same levels over and over and over. and I’ve yet to even unlock hard levels!!!All I want is the extreme tracks! Other than that it’s a great game tbh

  30. Mod it. Remove the corporate failure to properly bring in some so called new industry wisdom.

  31. Ah what Hampshire black gives with one hand he takes with the other!

  32. The triple AYY industry is choking it self out. This looks so much like a mobile game it's uncanny. It's actually sad when you can see the effort and care the developers put in between the cracks

  33. I was completely obsessed with this game, I played each trial over and over until I had a gold medal, I even did all the contracts I could see – but then I hit that wall, despite all my work I was still several levels away from unlocking more and I just lost all motivation. I hope they change this in a patch because I'd love to actually, ya know, finish the game I was enjoying

  34. I know it might seem like a bit of a grind fest and yes going through the training modes a little pointless for a seasoned player but seasoned players don’t mind that much. They’re going to be playing this game for 3 years or more so what a reviewer might recognise as a grind pales into insignificance for someone whose going to be in it for the long haul.

  35. After further review I understand why all the buildup to the actual review……

  36. Pre-order and get the Ezio pack featuring the CLASSIC outfit you've wore for 10 years AND the DaVinci bike

  37. For the gamer that likes to waste money on bad games that they will never play

  38. Yes yes yes. All of this. The XP system is a flat out disgrace.

    It would actually make sense if they got you to pay to skip it but they don't…. So what's the point?

    I've done everything the game has asked of me so far and now I'm locked out of the end game content until I grind my way up there for absolutely no reason whatsoever.

    Agreeed with every word of this review. Great gameplay, some great tracks but it's flat out ruined by an outrageously poor, totally senseless user experience.

    What on earth were they thinking?

  39. I thought it was only me who got annoyed at the way you progress through the game ! Anyways great review I agree with all of it.

  40. This game is totally broken garbage. I cant even play hard maps due to a glitch. Im locked out of half the game. Dont buy it

  41. this video is what happens when you take a casual trials player, and let him pretend he is part of our community. Fucking normies, GET OUT. You did not mention ninja, you know nothing of this game and the vague intro nobobdy noticed. LOL no mention of the game's actual history, no prof fatshady making it in the game, pretentious douchebag pretending to know it all. but you know very very little my friend. As if cosmetic lootboxes broke this game. Go back to Reddit now, go along

  42. Glad to know I'm not the only one who's brain has a really low response to Pavlovian conditioning <3

  43. Redlynx asked for the input of core Trials players reharding Trials Rising. That's why the game looks this way. Core players loved Trials Evolution, couldn't get behind Trials Fusion's so-called story. RedLynx took notice of that and decided to ask for input. Players liked to compete online against eachother. It's one of the things that makes the game fun. This option was included in the solo campaign, but you do have the option to "switch off" the ghosts.
    Rising has taken all the best part of Evolution and turned it up a couple of notches.

  44. Ok, ok, I have to stop here a second. If you are not interested on crates (what I share), don't open them and keep playing. Nobody is forcing you to waste your time on them.

  45. So… this is STEEP with bikes? All the bits about events and having to unlock content sounds the same

  46. 5 seconds for a fault is dumb as fuck.
    Also I hate having to race ghosts on every track but at least I can make them invisible.

  47. Fantastic analysis! Unfortunate you completely ignored multiplayer, the editor, and track central though.

  48. I don’t think there are more stadiums instead of great tracks because there are a lot of good tracks in this game.

    The grind is real though. But the contracts make me play the easier tracks more and makes them a real challenge now and then. It is just 2 much or give me the hard and extremes first and then the contracts.

    And for your info. Yo dont have! to open crates. Just ignore that shit.

    Good review!

  49. Great game. I really only had to grind 4 levels with challengers and really wasn't that hard as should rerun them anyways to grab squirrels and diamond runs. sell your dup items and buy stuff form the store if really want a item. acorns can be earned with squirrels, and by time hit medium already have last bike

  50. holy shit, I knew that Fusion involved the clones but I didn't think of it as a metaphor for the company!

  51. I think Rising sadly has much less story than the little that Fusion had, but I'd be super happy to find out Rising had some kind of dark backstory

  52. lmao I was wondering how long it'd be till I saw swear words plastering the players

  53. I feel like people dont realise that neither the costumization, nor the missions aspect of the game are forced onto you …
    Yes, trials is / was for many people about the simplicity of the concept. You don't seem to realise that this simplicity is still very present and none of the missions HAVE to be done. This is still a great review, i just felt like this information was missing

  54. Ubisoft redlynx is a Finnish studio that yes made trials but also made South Park phone destroyer recently and that might have infected their game design. The lootbox / mobile culture is kind of engraved in to the games industry in Finland. Source: I'm a game dev living in Finland

  55. i'm liking your content already…agree with all of your negative criticisms…i hate UBISOFT for what they've done to games….but hey…they won't last forever!!

  56. I have to say that, as a player of Fusion for more than 4 years, Rising became a disappointment far too quickly.
    I'm in agreement with most of your critical and positive points about the game except track design, the rigorous amount of physically manipulatable objects just (to me) completely rob the fun and ambition to grind for platinum/diamond medals. I find myself already only playing a few Extremes and then hopping into the track central ninjas, not even bothering to improve my time on some silver medals I have. Unlike in Trials Fusion where I grinded to a platinum medal every base game tracks.

    Sadly though track central only keeps me playing for a bit too, maybe one or two tracks before frustration over the way worse UI, compared to Fusion's track central, makes me quit the game for the rest of the day.

  57. Trials rising challenges are like:
    – Do 2365 backflips and frontflips
    – not make any mistakes
    – beat xXTrialsProXx‘s time
    – do a 2 mile wheele
    – dont have fun and play the same level over and over again until you wanna quit…

  58. The players actually asked for more customisation. RedLynx listened.

  59. I disagree with a lot of your assessment of the structure. Each track gets, what, 3 contracts? Not only are they few and easy to knock out, but the stipulations they give you require you to look at the same track in different ways. You find the best place for airtime and in turn know to avoid it to cut down on wasted time, you find new routes when an opponent completes a checkpoint faster than you knew how, you see how others link course elements to get a better flow, etc. You learn the track in far more intuitive ways than just running through it over and over, with nothing to challenge your decisions, entrenching your mistakes.
    I haven't been engrossed in a Trials game like this one. It's not "gating content" away with "arbitrary hoops" to jump through – it IS the content. There's no harm in diversifying gameplay, and just because you like one thing doesn't mean the other is bad. It's like when competitive Smash players denounce items, and yes its completely fair for how they want to play, but the fact is the great majority of players prefer what items brings to the table.

  60. Idk man, i like rising because i feel like it teaches you better than fusion did, and there arent that many difficulty spikes, the game prepares you for everything. At first i was afraid that this would be a mobile game but as i played I started to understand ubisofts descisions more.

    PRO TIP GUYS: Turn off the music in rising. Its unbearable.

  61. A really good review in my mind. I have been enyoing Rising quite a bit. I think that with a little bit of tweaking this title could be the best trials for both hardcore fans and casuals

  62. I am really considering never buying a game with lootboxes again – in the faint hope that if others do the same we might relegate this blight on games to the annals of history.

  63. As a longtime Trials fan I have to weigh in a bit. The contracts are things that were there in previous iterations (like challenges from fusion and evolution) but now they are less optional. You can't just quicky go through the easy tracks to get straight to the hard and extreme (I think it takes about 3-5 hours of normal play to do). That being said, it's not too bad. The cosmetics you can basically ignore, similar to fusion, but I do feel that they were done better in this game, and made more accessible. It didn't take long to unlock the helium and donkey, and felt natural through the progression.

    The university of trials part is probably my favorite improvement. Evolution was my first game, and I spent tons of time grinding over and over trying to learn how to do stuff, and the "learning" missions were never in-depth enough to cover what you needed. UofT now provides a great set of tools to get newer players to mastery, and should help a bunch. I've even learned a few techniques from the later lessons that I had never fully mastered.

    Long live the Steeze!

  64. How do you ruin such a simple game? I swear, you could hand this company the rights to Mario and they'd find a way to completely bastardize it into the ground

  65. Trials is actually a real sport! You won’t see the crazy roller coaster-y insanity you see in the games, but the core “dirtbikes pretending to be cats” technical aspect is definitely there. Look it up on YT if ya want. It’s pretty neat.

  66. It does have a story of a company doing something terrible still… pay attention to your surroundings though it is hard to find and very rare

  67. Well your as wrong as can be imo, the grind was just as bad in evolution. U just had to farm medals instead of xp. And there was a moneydump in the custumization allready for that game. Now at least u get some shit for free. And yh lootboxes are a thing of the times right now but its not like u can pay to make the game progress. Fusion was one of the worst ones of the latest trialgames. I didnt have no appeal at all. Mp hardly worked any off the times or there was just no one playing anymore. As did happen with Evolution. Good to see that they actualy are putting some work more in to the online community instead of just trackcentral beeing used or just a bad MP. Whats the difference anyways iff u ride against an AI ghost or someone elses ghosts? Your review just sounds as iff u disliked the game upfront allready, cos your biast about other bs games that Ubisoft spits out every so many months.

  68. While this is a well made review I can't agree with it 100% due to personal Opinion. That is ok, but i fell like writing it down anyway. Maybe just to tell my perspecive.

    I really didn't like Fusion. Something was odd. Maybe it was because of the futuristic setting (but not future enough to be western again like in the Mobile Version Trials Frontier) but the tracks felt like they missed something. I gave up on it after some time, while I had bite my way through Evolution to unlock those Extreme Levels (My Point of having "beaten" a Trials game, as those are definetly above my Skill Level).
    I have just "beaten" Rising yesterday and would argue that the Grind only came in the last few Leagues, when I just skiped through the game a bit to have more unbeaten Tracks on offer.
    The Contracts had the effect that I can take a bit more time when I didn't get a Gold on a Track yet (Which became a bit easier later down the line, thanks to the way the game hands out Medals now) and jump back in to improve or challenge myself. Some even challenged me to beat a Track in a specific way I never thought about how possible it would be.
    The Improve aspect could also be applied to the (a little bit forced) Social Compenent of having opponents on a Track. The first time on a track with those is sort of orientation for the first three Medals. Every other time after that, when you go back to the Track, they will allways have better times in an attempt to push you forward.
    Ironically one of my Favorite Track is a Stadium, that being the Montreal Mayhem for feeling the most realistic, Monster Mash being a Photo Finish close second. For completion, other Favorites include: I Fell Tower, Siberian Skies or Seoul Searching.

    In Short: Rising is the Sequel to Evolution that I hoped for and the Fluff rather added to it rather than stretching it out.

    But the Gear Crates were a stupid Idea.

    Next I'm thinking about going back to Trials of the Blood Dragon, the Story-Heavy one, and beat that.

  69. Its a £20 game.. what do you expect? I got 130+ hours out of it and I'm still not done.. that has all come out £20. The contracts offer an alternative way to play they aren't necessary at all. Ubisoft can be scummy at times but this game really isn't and it just looks like your looking for a reason to complain about Ubisoft.

    The contracts offer more content and a quicker way to level up for those willing to try them. Getting them done is still satisfying and fun as most are pretty challenging. I don't find them confusing at all. The world map can look cluttered at times though, its a little annoying but that just gives me more drive to get them done which is good game design in my opinion.

    The depth of the customisation is fun and barely anything is really locked behind a paywall as there is a shop where you can just go buy the items you want with money you earn in-game. (unlike Fortnites v-bucks)
    Its just a way to get more community involvement, this is also backed up by the fact they actually got a member of the community to do the tutorials in-game to make sure they were designed for trials players by trials players to make them more understandable.

    Its a great £20 game with tons of content, great level design, great controls, awesome customisation, awesome community involvement, a dedicated dev team and difficult but rewarding gameplay. If it made me pay for stuff in game that was required I'd have issues but its literally just £20 not £60 or even £30. £20.
    When I spend £20 on a game I rarely get more than 40 or so hours out of it before i get incredibly bored because there isn't enough content. The value is there in Trials Rising, its new and fresh.

    You are judging the game based on previous games in the series not judging it as a stand alone game. That is not the fair and correct way at all to judge a game.

  70. Heard a bunch about grind. So after the grind, what do you have? A good game with replayability like previous trials?

  71. Very fair criticism and the grind when unlocking the tracks the first time is annoying, though you can totally ignore the lootboxes if they annoy you, I do and somehow without opening them I still end up with new shit in my garage all the time.

  72. I'm not sure if anyone could even argue that the game's somehow dumbed down. 2 buttons and a stick never were exactly complicated controls, and the game just accommodates new players better by having tutorial stages should you want to do them, with more easy and beginner level tracks than I can remember Fusion having, without compromising on the quality, complexity, and amount of the harder levels.

  73. Just make the tracks a list like evolution. Everyone know what they want. And game designers never listen. Fuck social games. This cant be social game.

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