
Developed/Published by: San Diego Studio / Sony Computer Entertainment
Released: 25th May, 2010
Completed: 7th July, 2014
Completion: Finished the campaign.
Trophies / Achievements: n/a
If you have a question, it’s probably “Don’t you mean ModNation Racers: Road Trip?” and it would be a fair (if surprisingly specific!) question; I’d expect nothing less. However, I’m actually talking about the PSP version, which I chose to play for two reasons: one, I was able to download it on my Vita thanks to apocalicense 2014 (where Sony accidentally let you download all PSP games on Vita, even the ones you aren’t supposed to be able to) and two, because this one has cut-scenes and I guess I was interested in the “world-building” of a game largely sold on its level creation/sharing?
Anyway. I remember this being announced at E3 in 2009, and the general feeling being that, yeah, vinyl toys are a pretty cool thing to crib for when it comes to character creation, but that in comparison to “Play, Create, Share” stablemate LittleBigPlanet… well, no matter what you tried to make in ModNation Racers, you’d end up with a racetrack.
It’s true, and kind of an interesting framing of how we think about games. A side-scrolling platform game level? That could be any number of things! But a kart racing game racetrack is always a racetrack.
The thing about LittleBigPlanet, of course, is that a LittleBigPlanet game level… is always a LittleBigPlanet game level. If you want to start designing a platform game, you want to decide how your hero moves. In LittleBigPlanet, your hero moves like total garbage. With possibly the floatiest, worst jump in any game that’s ever been taken seriously, along with that “three Z planes” thing that literally everyone hates, there’s a good reason that every story I’ve ever heard about someone who makes LittleBigPlanet levels getting hired in the industry, it’s onto the LittleBigPlanet team.
(Absurdly, of course, for LittleBigPlanet 3 they haven’t unlocked the levers of Sackboy’s movement, instead adding more characters with their own specific quirks; The “create” part of the “Play, Create, Share” slogan is something that has been paid lip service at best, let’s all be honest.)
But my point is this: if ModNation Racers was a solid kart racer, being able to build a good race track should teach you more, much more than building a LittleBigPlanet level, in terms of pacing, challenge, excitement, all those other things you want to know when crafting an experience for a player.
Nae luck, ModNation Racers is crap as well.
Will I ever play it again? Nope.
Final Thought: “But!” you cry, “You played the PSP version, you lunatic!“ I could install the Vita version! but I’m not going to, because Mario Kart is still good on the Nintendo DS, dig? I’ll give the series this, it’s way way easier to build a racetrack than it is to build an LittleBigPlanet level.
Which probably makes it extra weird that the pre-made tracks in ModNation Racers are so boring.

