Inspired by Micro Machines, I present the latest top-down arcade racer to release onto PC: Micro Overdrive: Home Tour. This 1-4 player local multiplayer racer is more macro than micro, since everything fits onto a single screen. Whilst that brings an ease, style, and simplicity to the game that is undeniable, it also limits the complexity and runtime you may want to spend with Micro Overdrive in one sitting.
Two things immediately stand out as superb as soon as you get racing in Micro Overdrive. Firstly, the retro hand-drawn tracks are full of scruffy character. Reminding me of the scrappy, cheeky Codemasters era from the early-mid 90’s, there are tons of retro throwbacks. Whilst tracks are largely quite simple in their layout, each one comes with unique traps. The breakfast table has honey splatters. The snooker table has a cat’s paw that will swat racers every so often. The lily pond in the garden has frogs that will try to eat you like flies. Best of all, the bathtub has whirlpools you can knock opponents into, as well as a running tap to block part of the track. Some of these are definitely homages to original Micro Machine tracks from the Mega Drive era, but the visuals and sound have their own charm that allows the game to stand proud and alone from other imitators.
The second thing you’ll immediately notice is how tight, responsive, and grippy the handling is. Micro Overdrive is clearly designed for arcade pick-up-and-play, and it’s a boon for the title. 90-degree turns are a doddle, whilst hairpins require a dab of brake to get around. It’s very point and squirt. Different vehicles are tied to specific tracks, and they come with different top speeds. This, in turn, impacts their driftability. The open wheel formula cars will drift far more than the hatchbacks or speedboats, and it’s a pure speed vs course design thing. No one vehicle feels more or less grippy than another; it’s purely top-speed dependent. The game is much more accessible as a result, but some may lament a lack of distinct physics between vehicles.
Whilst I loved the handling, there are a couple of niggles and omissions that left me a bit confused. Firstly, there is a distinct lack of modes. Players can only race in cups. You cannot choose a specific track or race anything other than a 6-lap race. Many course-specific traps are saved for the final lap only, where the lights may get dim, the stove turns on, causing a hot pan drama, or electric wiring sparks invite death and respawns. All too often, their impact is so minimal or mitigated entirely that I’d rather have these changes occur earlier in the race. If playing in single player mode, you’ll find the AI lacks challenge. There are four difficulties in the game, but the first two are laughably slow due to their low top speed. They would only be useful for young children. The other two difficulties run more at the player’s speed, but they lack finesse with tight turns, giving you a huge advantage. As you can only race in cups, the AI is also stilted to drive slower in the earlier cups, meaning the AI provides a purposefully poorer challenge on some circuits over others. With no single race, time trials, or custom race settings, it feels like some obvious features for longevity are missing. There is no vehicular combat in the game, but I’d argue that’s a good design decision given how small and narrow the tracks are.
I had great fun playing Micro Overdrive: Home Tour, but I also found it easy and short by design. You’ll unlock all the tracks and characters in under 40 minutes, so your longevity comes from the local multiplayer racing. I’m delighted to say that the handling and character of the game will make multiplayer racing a delight, but I’d warn against long sessions. Laps take 8-15 seconds to complete, so you’ll complete a race in 45-90 seconds. You’ll burn through the content quickly, so keep the battles on track short and sweet. That way, Mico Overdrive will be a regular on your gaming nights. Delightful.
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