Of course, it's hard not to think of Mario Kart when you discover MySims Racing for the very first time, since it's essentially a candy-pink racing game where you have to fight your way up to victory, using weapons highly prized in the Marshmallow Kingdom. Genre specialists know that items always have a say once on the track, and MySims Racing brings together a selection of rather interesting objects, like the Tornado Inverter which forces competitors to temporarily pilot the head Upside down. We could also mention the Force Field which neutralizes all enemy attacks, or even the Bubble Releaser and its paralyzing crystalline bulbs. Although some weapons may seem frustrating, none of them can ruin a game in two pulls of the trigger. Indeed, even by intelligently arranging its traps on the circuit, the competitors always have the possibility of moving up the rankings by taking advantage of the best weapons that almost fall into their beak. If we suspect Electronic Arts of having wanted to make its title particularly accessible with races where everyone has a chance - even when we find ourselves in last position - we would also have liked the talent of the most gifted is recognized. To be threaded by several watermelons when we almost led the race from start to finish, there is nothing more infuriating. Especially since the routes are hardly technical, which again penalizes those who make the effort to take the best routes. The lack of originality of the circuits is the other weak point of MySims Racing, especially when we know that it is a determining factor in the replay value of a Pimouss racing game. Going from one race to another is no particular difficulty, especially when the turns are all alike.
My kart & me
The observation may seem harsh, but MySims Racing offers no room for improvement. The grip is immediate, which is rather a good thing, but the conduct does not offer any subtlety that would make the difference with the opponents. And it's not the drifts that will put the nerves to the test, nor even the Boost-o-Meter on which we nevertheless based some hopes. Four configurations are available to grab the steering wheel, but the most viable solutions remain the classic controller and the GameCube pad. The Wiimote/Nunchuk duo proves to be too random to execute maneuvers precisely, while the Wii Wheel still does not offer convincing gaming comfort for purists. In terms of production, MySims Racing does the Wii a disservice with graphics that flirt with low cost. It's simple, the environments are poor, the modeling of vehicles wobbly and the colors bland. Point. Finally, it is in the customization of the mounts that MySims Racing manages to give back the smile, on the condition of responding to the slightest desire of the inhabitants of Speedville, a kind of hub in which one must walk in Story mode. Each challenge won gives access to the blanks of parts that significantly improve the performance of the vehicle. To be able to make said parts, it will also be necessary to have enough gasoline, these small crystals that can be unearthed here and there during the races. To tell the truth, the personalization of the machines is not an essential step in MySims Racing, at least essential because it is not necessary to put all its health to win the tests. In fact, the chain of challenges quickly becomes daunting even if they are not insurmountable in themselves. But they are like the racing game of Electronic Arts, namely soporific. And even if the multiplayer up to four somehow makes you forget the absence of an online mode, MySims Racing is a game you come back to backwards.