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It’s just one example of where AllStars seems a bit confused as to what it wants to be. With all of that available you just expect to have more opportunities to use your powers in fun ways, but you can’t really. It makes sense that a human (albeit one with semi-superhuman capabilities) can’t stand toe-to-toe with a hulking piece of 100mph metal, but AllStars sets the wrong expectation by giving you the ability to barge opponents with melee attacks and summon glowing Wolverine-like blades from your hands if you’re Bluefang that sure look like they should do more than scratch the paint. ““Of course you shouldn’t be as powerful as a car when on foot,” I hear you shouting, and you’re not wrong. It’s just how utterly powerless you feel in comparison to when you’re in a car that’s the problem. The light parkour platforming itself isn’t unenjoyable, thanks in part to wall-running that’s smooth and nimble. At its worst, however, you’re left running and jumping around in search of a new vehicle while all of the fun is had around you far faster than you can keep up with. At its best, this means ejecting yourself from a car before it explodes, flying into the air, and then landing straight into another vehicle, which feels sensational – reminiscent of launching yourself out of the Batmobile in Batman: Arkham Knight. This is what separates AllStars from most car combat games: the ability to bail out and move around the arena on foot. And that doesn’t only apply to when you’re behind the wheel, but when you’re outside of your car, too. The trick in Destruction AllStars is to always be on the move, both so you have the momentum to get higher-scoring hits and so you aren’t a sitting duck for others trying to do the same to you. Shamelessly arcadey in its handling, the driving itself is slick and responsive, with different sizes of vehicle feeling appropriately different to maneuver and a tap of the handbrake letting you effortlessly drift around corners to evade chasing cars.
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