[OVERVIEW = 3]
An Endless Runner-style platformer.
[PRESENTATION = 5]
(Graphics = 5) A bit simplistic and lacking in effects, disappointing given how Tron games consist of almost entirely black textures with nothing BUT effects. And it’s sad that there are no character ragdoll physics when you die or take out an enemy, and no physics in the few particle effects present.
(Visual[OVERVIEW = 3]
An Endless Runner-style platformer.
[PRESENTATION = 5]
(Graphics = 5) A bit simplistic and lacking in effects, disappointing given how Tron games consist of almost entirely black textures with nothing BUT effects. And it’s sad that there are no character ragdoll physics when you die or take out an enemy, and no physics in the few particle effects present.
(Visual aesthetics = 4) They captured the look of Tron, and you do get to customize the character and bike by selecting between different movie versions, but the stages aren’t very varied or impressive. It's at least color-coded to aid your recognition of obstacles.
(Sound Effects = 6) Functional.
(Music = 3) I would have like the Daft Punk score from Tron: Legacy.
(Voice Acting) None.
(Plot = 7) I didn’t notice any, which isn’t a bad thing.
[CONTROLS/MECHANICS = 5]
(Endless Runner platforming = 7 (66% of game)) You run forward automatically, and you can use the joystick to move right and left to avoid obstacles, press buttons to jump or slide under/over obstacles, and press the shoulder buttons to dash sideways. If you think I basically just described “Temple Run” with different visuals, that’s because "Tron Run/R" very much feels like a smartphone game.
It’s pretty simplistic, too simplistic to carry a $20 console game. Casual games are better suited to handhelds, because it’s silly to boot up the PS4 and confine yourself to a couch for this little reward. The Prince-of-Persia-style levels from “Tron: Evolution” were way better.
Also the left/right joystick movement speed feels a little off somehow, and in a game where that’s such a large part of a little game, that’s a problem.
(Driving = 3 (33% of game))
The other gameplay type is the lightcycle racing, which is worse. You can accelerate, drift-slide, and press a button to attack an adjacent cycle. Time runs out unless you keep hitting the boost gates. The racing doesn’t feel great in general compared to most motorcycle games, and the “Road Rash” element just highlights how much better the Road Rash games were (“Road Redemption” these days). Each lightcycle emits a barrier wall behind it, which I didn’t realize at first, because you can’t ever do anything with it. Again, the lightcycle levels from “Tron: Evolution” (both the singleplayer levels similar to but better than “Run/R,” and the multiplayer levels where you tried to box in the other players) were better.
(Enemy AI = 4) The other lightcycle racers are simplistic, and never try to cut you off.
(Physics = none)
(Camera = 7) No complaints.
[DESIGN = 3]
(Menus = 7) Functional.
(Level design = 6) There are 16 runner levels, 16 lightcycle levels, a randomly generating runner level, and DLC planned. None of the runner levels look or feel different than what the random generator produces, except for the difficulty curve.
(Difficulty Curve = 7)
(Upgrade System = 6) Before each round you can attach boosts, but they don’t affect gameplay significantly.
(Modes) = Single-player only.
(Length) = 2 hours to beat the levels (0% Padding).
Of course there is DLC planned, which is pathetic, as even for 1/3 the cost of a real game, “Tron Run/R” feels too expensive for its minimal content. The game hasn’t exactly sold me on the concept, either, so I won’t be buying more.
[CONCLUSION]
Games must be judged not just in terms of [quality] times [quantity] divided by [price], but also as products of their time. “Super Mario 64” in 1996 was such an amazing leap into 3D from its 2D predecessors that videogaming will probably never repeat that great of a transition in a single sequel, which is why it still should score above, say, “Super Mario Galaxy,” despite its improvements to the formula 11 years later. “Super Mario Galaxy” had years of prior art to work from, and was released to compete with a totally different set of platformers. As a product of its time, "Tron Run/R" does absolutely nothing new, and nothing better than existing games, and feels like it should have been a free iPhone release.… Expand