Some Assembly Required- Build ‘N Race Review

Build ‘N Race for the Wii. Developer: Icon Games, Publisher: Zoo Games ESRB: E

Contemporary developers often struggle in their efforts to create a compelling and commercial viable game concept. Some of these struggles result in elaborate, overcomplicated, diversions which are disregarded by mainstream audiences. Other titles present a wonderfully simple premise that offers immediate comprehension, and direct gratification. As the moniker implies, recent release Build ‘N Race, is one of the later, offering players the chance to construct their own courses. It’s a brilliantly simple idea that which appeals to the inner engineer in us all.

The core concept of Build ‘N Race isn’t novel- 1985’s Racing Destruction Set started a similar notion of blending composition and racing, demonstrating the power of the amalgamation. Since that game, a scant few console titles have embedded a course designer into their vehicular competitions, although the upcoming Mod Nation Racers looks to skillfully contradict that trend.

Once players create a profile, they may move into most of the game’s racing or construction modes.  Jumping into the game’s racing modes allows players to take on a single race, championship, or later- an unlockable time trial option. Players are given an ample supply of replenishing boost, but overcoming A.I. drivers can be difficult. Although championship races involve eight participants, each competition inexplicably begins with only four drivers at the starting line. Players must speed ahead to pass the other four mysterious challengers.

Build ‘N Race doesn’t require gamers to unlock individual track elements, allowing player to start building from the enormous depository of over a thousand pieces. With the potential of the construction set is vast, players can create courses where an errant jump forbid a racer from getting back on the track, or place pieces that don’t quite mesh with other track elements. However, with a little time and practice, gamers will be able to generate courses that rival the complexity of the in-game tracks.

To steer, gamers may either use the Wiimote’s digital pad (when the controller is held in the horizontal Mario Kart Wii/Excitetruck manner) or use the Nunchuck. Gamers that utilize the former tilt-controlled method may find it hard to engage the boost, which is mapped to the ‘B’ button. Both methods are functional, thanks to the game’s simplified driving model, which let’s player speed around sharp corners. Sadly, the title provides no support for the Classic Controller. 

The incorporation of the powerful course editor means Build ‘N Race’s visuals aren’t likely to compete favorably against a racing game with static, developer-designed tracks. While the title’s simplistic geometry and blurry textures are nearly forgivable, the game’s lackluster framerate isn’t. Build ‘N Race consistently hovers below the 30 frame per second mark, dropping even further around busy corners. A quicker, more fluid, refresh rate would have made the title’s racing as enthralling as track design. At least the title’s variety is respectable; players have a large number of building pieces and three environments to maintain a sense of visual diversity.

Overall, Build ‘N Race is one of the better entries in the Wii’s budget-priced library. While the racing element is restrained by an overly challenging difficulty level and lifeless framerate, being able to participate in competitions and perform stunts on user-generated tracks is worth the twenty dollar price of admission. With some serious refinement and development, however, a sequel could catapult the game out of the bargain bins and into shelf space reserved for premium titles. Clearly, there’s a wealth of fun to be had, beneath Build ‘N Race‘s ‘course’ exterior.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

27 Comments

  1. With the economy in the crapper, you’d think there would be more decent $20 games being made.

  2. The idea of making your own tracks is very cool. I remember RPM Racing on the SNES had it.

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