I try not to pay attention to upcoming games, because I dislike the media hype-to-disappointment cycle that comes with every new game. But a new version of Crash Team Racing, a game that my childhood self absolutely loved, was guaranteed to hold my attention. At the same time, I worried that it wouldn’t be remade fairly – that CTRNF would be forced to take on the often-harmful baggage of modern gaming.
The original CTR was techically short but absurdly replayable. You could simply win each race once to reach the final boss and nominally finish the campaign mode in about 3 hours. But truly mastering the game required learning the tracks inside and out to complete the challenging CTR token races and devilish Relic races.
To me, any attempt to force attention-manipulation mechanics like season passes and time-gates into CTRNF risked ruining its tight design and quality-over-quantity nature. So I’m disappointed that Activision and Beenox have followed the convention of including seasonal “content roadmaps”, time-locked shops and item rarity tiers. While I’m happy about the prospect of continued interest and additional racers, Activision trying to shove the lifecycle mechanics of a looter-shooter or an RPG lifecycles into a kart racer is shortsighted and unnecessary.
So from here I’m going to pretend those extras don’t exist, and focus on the game itself. Thankfully, the game is everything I hoped it would be.
While I generally find kart racers fun, I wouldn’t call myself a serious fan of them. Two exceptions to this are the original Crash Team Racing, which was one of my favourite games as a child, and the thoroughly enjoyable Sonic and All-Stars: Racing Transformed.
Although Team Sonic Racing (TSR) was made by the same development team as Racing Transformed, Sumo Digital, I was pessimistic about it before release. When I briefly played TSR at EGX 2018, I felt like it might be unable to differentiate itself from other kart racers. At the time, my opinion was: “Sumo Digital promise that unlockable parts will let you change your car’s looks and performance, but that’s just not the same as turning your car into an aeroplane.”
I wanted to be proved wrong, but unfortunately I can’t say that the game has done enough to change my mind. Before I follow that train of thought, I’ll explain what TSR actually is, and what it does well.
I was introduced to “The Two Cultures” during the first lecture of my scicomm MSc. When we were talking about scicomm history, “The Two Cultures” stood proudly on our timeline alongside documents which were fundamental to the field. So I wanted to read it for myself.
Originally “The Two Cultures” was a lecture, presented by scientist-turned-fiction-author C. P. Snow in 1959. Snow’s titular cultures were “people of the humanities and literature” and “people of the sciences”. In the lecture, Snow sketched out divisions between these cultures, with anecdotes from his experiences as a novelist amongst scientists and a scientist amongst literary intellectuals. He blamed this cultural divide on Britain’s education system, which forced people to specialise in one subject too early and prioritised humanities at the expense of science and engineering.
I picked up a copy of The Accidental Scientist thanks to its title- one of my favourite scientific topics is how luck has influenced science and medicine, so this book seemed like a good idea.
The Accidental Scientist is a short and fast read which covers the story of various inventions such as Botox, explosives, and telephones. Each 8-12 page chapter starts with one invention as a theme. From this point, single-page subsections handle each link in a chain of discoveries. This book is concise by necessity, as it aims to pack a large collection of trivia in tightly limited space.
I’m revisiting my pop-science book collection, partly to get back into a habit of reading and partly to look at the range of styles available in popular science writing. First on my list is Sam Kean’s The Tale of the Duelling Neurosurgeons.
Duelling Neurosurgeons initally surprised me by not opening with duels or with neurosurgery. Instead, it dives into the world of sleep paralysis, an experience often compared to possession or even alien abduction.