6 matches of Capture the Flag, King of the Hill and Bomb Delivery. What you get in their place are 15 extra arena maps created specifically for Battle mode in which you can play 6 v. Likewise the number of race tracks has fallen from 18 in Toybox to a mere 10 in World Series. In Toybox you had a total of 35 vehicles to choose from, in World Series there's only 12 - although these can be customised cosmetically via awards received from unlockable loot crates, because 2017. That's not the only thing to have been scaled back. There's an argument to be made that magic of Micro Machines lies in its multiplayer, sure, but the lack of an offline Championship mode to noodle about in leaves it all feeling rather empty. In its place is a more concentrated effort on online multiplayer with classic races and the new Battle mode supporting up to 12 players online at once. The problems go deeper than that though, starting with a noticeable absence of any kind of single player Championship mode. It all feels a bit like you're playing an advert rather than a game. Familiar weapons from Toybox, the Tommy Gun, the Hammer and the Mines are rebranded as Nerf products, while countless Nerf guns litter the tracks and arenas. Whatever deals were made with Hasbro for the Micro Machines name seem to have come at a price and Nerf branding is slapped liberally over the scenery and the UI. While Turbos was a charming nostalgia trip, World Series often feels calculated and almost soulless. The success of that release must have paid off because Micro Machines: World Series sees Codemasters reclaiming that famous name, although with it comes a lot of extra baggage, including some rather odd in-game design choices that fundamentally change the spirit of the series.
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