
Three years after it was pitched as an XBLA freebie and 19 months after it failed going controller-free, Joy Ride lands on XBLA as Turbo, a $10 download. Unfortunately, it’s everything we expected it could be in 2009, and not nearly enough in 2012.
The game’s “Championship Series” mode should be familiar to anyone who’s been behind a plumber-piloted kart — your Avatar’s tricked-out vehicle races against a field of eight, using power-ups while performing tricks to gain speed boosts. Having more control over steering and speed makes the nine shortcut-laden tracks fun to explore, even if they are mostly recycled from Kinect Joy Ride.
Doing mid-air tricks is fun just to see the names of your moves get progressively weirder.
That thrill of exploration extends to two stunt parks that are filled to the brim with ramps, jumps, and hidden items. Sadly, Joy Ride Turbo offers little else besides the limited number of places to drive; Kinect Joy Ride’s mini-games weren’t very deep, but we sure do miss them. Car unlocks tied to finding dozens of hidden parts scattered about each stage only make the car selection frustratingly thin at the outset.
Joy Ride Turbo is exactly what its title promises: a fast, fun experience that unfortunately runs out of value far too quickly. Even at $10, it’s hard to recommend, as you could buy Sonic & Sega’s All-Stars Racing from a bargain bin for just a few bucks more.
PUBLISHER: Microsoft Studios • DEVELOPERS: BigPark • ESRB: Everyone • MULTIPLAYER: 4 on split-screen, 8 over Xbox Live • ACHIEVEMENTS: Half-easy, half-slog • COST: 800 Microsoft Points ($10) • RELEASE DATE: May 23, 2012
+ Solid racing mechanics; it’s better with a controller than it was with Kinect.
- Not a very deep experience; many perfectly fine Kinect Joy Ride modes have been cut.
- Largely derivative; recycles too much of Kinect Joy Ride; car unlocks are too difficult.
? Will Kinect Joy Ride owners protest the double-dip?
6.0