The battle races add some weaponry to the mix, but it is a bit subpar, not really managing to outshine other modes, especially considering the game does very little to inform you about the various weapons and how to earn their respective uses. There are standard races, battle races, time trials and more. The controls are very basic, and while they do not bring any innovation to the table, they get the job done. Most of the races I partook in where fairly competitive and kept me engaged for the most part. The races are decent enough, allowing you and 11 computers to duke it out in a dash for the finish line. From races to derbies and much, much more, there is a lot of variety to be had. The series is known for its destructible settings and cars, and especially known for ejecting the cars drivers out of the vehicle with some funny rag-doll like physics. I can only speak to the successes and shortcomings of their successor, aptly titled Total Insanity. As I said, I have never played a prior game in the series, so I really cannot speak to the history of the series nor its past successes. Let’s take a look under the hood and see what really makes Flat Out tick. After trading paint with and feeding dust to other racers for 10 hours or so, I can say that Flat Out 4 is a fun but flawed racer that offers lots to do on the surface, but sadly still manages to feel dull with that in mind. With that and the latest entries trailer in mind, I was excited to get the chance to play Flat Out 4: Total Insanity. My only knowledge stemmed from a few years ago, when my buddy and avid fan of rag-doll physics, Hugo, brought the original to my attention. Having never played a Flat Out title, I was mostly unfamiliar with what it had to offer prior to playing the fourth in the series.
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