Having completed the main game, I'm very pleased to report that Wheel World is a wonderful game and I can wholeheartedly recommend it to anyone looking for a fun, laid-back open world game. It feels like it's taken cues from games like Burnout Paradise, A Short Hike, and BoTW. Then rolled them into a neat package that was infused with cycling culture in a very sincere manner. The soundtrack is great, the visuals are charming, the design is intuitive, the core gameplay loop is engaging and the price is fair. If you're on the fence, read no further and go hit the trails. However as someone who deeply enjoys cycling and cycling culture, there's a few boxes I'd have liked to see ticked that can perhaps be added or considered for further DLC. I haven't fully completed the all the achievements and collected all the parts, so I'll update the little things here if they become untrue. Minor gripes [*]In a game about cycling, why can't I pop a wheelie? [*]I can ring my bell, why don't environmental NPC cyclists ring their bells back? [*]Riders don't hold drop bars by the hoods or the drops, but only by the tops [*] Where are my rear rack and rear panniers :( Ladies and gentlemen, I have found my panniers [*]For a game with such deep representation of cycling culture, it's a shame there's no cargo bikes, bakfiets or trailers organically in the world, would have been really cool to see a gang of bikers with kid trailers and flags on them, or a front loading cargo bike gang that works for a logistics company [*]The vast majority of drivetrains are single speed, but they all visually have a derailleur [*]Other cyclists get rear lights but I don't :( [*]For a game that references gravel cycling culture, it's odd that there's no flared drop bars - I could be wrong about this as I haven't unlocked everything but it feels like I've unlocked two dozen flat bar variants and literally only one pair of drop bars, I'd have loved to see some mildly flared bars, very flared bars, riser drop bars and flared riser drop bars. [*]It's odd that none of the vehicles in the game ever carry bikes on a rack, the world is full of cyclists after all Gameplay [*]Drafting vehicles is largely inconsequential, because every vehicle travels about half the speed of you, so you pass them very quickly and can't tuck in behind them like you might IRL. [*]Largely I found the game a little easier than I'd have liked [*]It feels like a huge missed opportunity to not have tow trucks driving around with ramps on the back [*]The game heavily seems to encourage swapping components for different use cases, it would have helped to have preset bikes that I could load from my parts as it became a bit of a slog remembering which parts I liked using and which combo's worked best for me. (Story/gameplay spoilers beneath) On top of this, it kinda feels like the game takes a bit of a nose dive once you've completed the main map. Once you enter Wasteland, I think the commentary on car dependence, corporations, fossil fuels and parallels to world politics and certain billionaires are absolutely on the nose and I appreciate them greatly. It's great ludonarrative design to thrust the player into this dense city full of WAY more cars and traffic jams, and the game does a great job of simulating the experience of trying to cycle in a city designed for cars. However, you never really recover from this tonal shift. The final race with the fabled Tom is short lived and takes place only in the Wasteland (I was hoping I'd get to chase him through the regions I'd mastered previously), and then you're quickly whisked away to Mt. Send, which is essentially just a very small area in which there's nothing to do apart from head to the final objective. The design of Mt. Send feels like it falls short of the standards set by Tramonto and the Wasteland, it feels like an afterthought. It would have been nice to have more impact on the world having beaten the game, and also would have been great for Mt. Send to offer a little more in the way of gameplay, condensing all of the lessons and disciplines from Tramonto into a reward. Tramonto does a very good job of allowing you to achieve mastery over different styles of riding and environments, and it's a shame to never really have a chance to flex those muscles again once you leave. Wasteland offers some good urban riding and crit racing courses, However it doesn't come close to the variety that Tramonto offered (though this is deliberate, of course). Obviously, it's a minor miracle every time any game makes it out the doors of a studio and into the hands of consumers, and as such I find it hard to fault Wheel World for the way things were tied up as I have zero idea what went on behind closed doors, deadlines, budgets, publishers and 100s of other things all have an impact on game development. It's just a shame to see a game that flew so high for the first ~5hrs crash and burn in the final ~1.5hrs, and you can probably tell I enjoyed the hell out of the vast majority of the game, which made it all the more disappointing when I discovered Mt. Send was not the promised land, but a means to reach the credits screen. Tech stuff [*]It'd be nice to have a toggle to turn off audio when tabbed out [*]I'd have liked a way to rebind controls so I could move boost/shift buttons around [*]It would be nice to see how many components you're missing [*]It would be useful to have a way to get hints to find missing components, or know which shop they're in [*]I'd like to be able to see Tom's time while I'm in the race, next to the KAT UI Performance-wise, the game was fine for me at 1440p given my system specs (i5 14600K, RTX 5070), though it's inability to maintain something like a constant 120fps on high settings doesn't bode well for lesser systems, and doesn't match up with the performance of other indie games that are similarly stylised. None of the above outweighs the fun I had playing the majority of the game or my appreciation for the game's deep and humorous cycling culture references, as you can imagine it just sucks a bit to enjoy something so much and feel let down. It's not even necessarily the tonal shift but the lack of reward for finishing and the brevity of Mt. Send. Happy trails!
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