CTR: Nitro-Fueled Hands-On - 7 Ups & 2 Downs
Downs...
2. There's Still A Lot Of Bug-Fixing & Polishing To Go
For as much as I'm positive on everything relating to Nitro-Powered, it's not perfect... yet.
Likely being an issue with recreating every last portion of an older game - while adding many other individual components - the build I played was still being refined.
Things I encountered were finicky hitboxes and collision detection (where going near a giant cog in Clockwork Wumpa acted as though I'd been stuck underneath it, or the opening gauntlet of corners in Papu's Temple all came with corners that stretched further than their visual geometry).
Animation timings for things like the rolling barrels in Sewer Speedway felt SLIGHTLY different, and lastly, the game's "lock on" noise for when warps or missiles are coming your way would occasionally get stuck, sounding out for the entirety of a lap even though nothing was incoming.
Thankfully, looking at the various builds of the game that are doing the rounds online, it seems like Beenox are responding to everything fairly quickly, and June's launch build will hopefully not have any of these problems.