I think it's merely different tastes at work here. If you only like no frills racing, then there's probably not much to master except to stay on course and avoid disruptive attacks. But if you're into sabotage and creativity, then you will see and enjoy the added dimensions.
The AI can definitely race on your tracks, and there are certain features such as "bread crumbs" which create shortcuts that the AI will recognize and exploit. The AI actually starts test racing your track as soon as it becomes a complete loop in the editor.
Also, I felt that the controls were great. There's a bit of a learning curve as the cars have a bit more weight to them than your average kart racer, but the end result is that it takes a bit more skill to drive and it's more satisfying. It only took me about 30 minutes or so to get used to things in the beta, but it feels like you're driving an actual vehicle instead of sitting on a cloud and gliding over a track like other games.
IGN: What's the experience been like reading reviews for the game, now that they're starting to come out. Has anything surprised you?
Dan Sochan: For the most part we've been really happy. We've seen review scores that have been quite high, lots of 9's, which is great. We've seen some comments about the load times, which is something we're aware of. It's something we're working on. It wasn't an oversight on our part at all. The way that our technology was built we were able to keep file sizes really, really small for transfer times of less than a second or a second and a half. We didn't want it to be so that you and I go online and you want to try a track I've built that's 50MB and then have you have wait five minutes to download it. That immediately became an obstacle in sharing so we created a file system where everything is built dynamically and on the fly. Everything is essentially a series of coordinates to things that are saved. The challenge with that is we're building an entire world, an entire character, an entire kart, and 12 characters online, all on the fly. There's a lot of compositing that happens with the stickers and all the different parts. Because of that, there are longer load times, but that's something we're working on for one of our first patches, to improve that and get that down significantly.
I thought that may be the case with Modnation. You aren't waiting for a file to load directly from disk to memory. The game is literally rebuilding the levels each time they load.
Yeah. Mario Kart was only ever as good as the racing and this is why most clones didn't even compete. It is hard to make an accessible racer that takes skill + having fun, balanced weapons.
I’m happy to confirm that on Tuesday, May 18th, the ModNation Racers Demo goes live and you can finally sample the over-the-top kart racing action and deep creation tools the critics have been raving about.
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There have been concerns online about long load times in the final game and while even though UFG improved load times since the beta, they are looking into further optimizing the game via a post-launch patch!