Sometimes you've got to win the race, sometimes you've got to take down a certain number of rivals (or police bikes) within a time limit, sometimes all the passing traffic goes Spielberg's Duel on you, and sometimes they go Speilberg's Duel on each other. (I'm not sure if that will be the final structure of the game, but for now it's at least showing off the different sorts of challenges the game can have).
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Something the alpha also does is to attempt to remix things a little (or a lot) in each of its sequential race-levels. Even cocking it up and hitting a car's rear fender at 100-something miles an hour has been a hoot, as this very much adopts the Trials philosophy: "make failure funny." Reaching out and casually sticking a timed explosive to a rival's bike, then nitro-boosting to safety and watching the explosion in my rear-view mirror has kept me smiling during what's otherwise been a grim week. It definitely feels great to gun the throttle and waggle the steering until I'm alongside some leathers-clad rival, then lunge out with a shovel or truncheon and get that smack-crack response. Hell, it feels great, even if more lighting snazz and sound effects are still needed to entirely convince. Vitally, it feels good to drive down a desert highway at high speed.
![road rash 3 how to get more nitro road rash 3 how to get more nitro](https://static.filehorse.com/screenshots/games/road-rash-screenshot-03.png)
Much like Elite Dangerous and its masterful space-feel, albeit at a fraction of the budget, Road Redemption seems to understand that all else is incidental beside realising the foundational fantasy. It has realised its essential promise already.
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What I've been playing is unquestionably alpha, with all manner of features (including online multiplayer and a planned full sandbox singleplayer campaign with roguelite elements) missing, and a murkiness to its appearance (the meanie in me wants to say "which screams 'made in Unity!'), but it's done the smart thing and clearly focused on getting the nuts and bolts of biking and skull-cracking right first. The game was Kickstarted last year, and has now reached the point where the alpha's available to buy if you want to take a punt. To see this content please enable targeting cookies. OK, maybe we are ultimately just recreating the "ooh! Ouch! Oh God would you look at that?" giggles of 20 years ago, aided by vast leaps in graphical technology, but Road Redemption's alpha does strongly suggest a game that's using this stuff to heighten the malevolent fantasy of it all, not simply add layer after layer of shininess. Sure, we were quite happy crowbar-smacking 16-bit dudes in their barely-detailed 2D skulls at 120MPH on the Sega Megadrive, but we didn't get gloriously horrible ragdoll effects as our riders were hurled dozens of feet in the air by a collision, then bounced brutally along the tarmac.
![road rash 3 how to get more nitro road rash 3 how to get more nitro](https://pbs.twimg.com/media/FBQmuukXoAoOLd_.jpg)
The answers can be similarly rote: "modern values", "the audience demanded it", "publishers abandoned the genre prematurely." Road Redemption, which is '90s motorbikes'n'baseball bats hit Road Rash by any other name, offers a stronger answer: "physics." The physics of rending metal and the physics of plummeting bodies. "What's the point of remaking games?" is a familiar question.