Stretching the plot of a 100 minute movie into a twenty hour game can lead to a lot of filler material or serious diversions from the movie's plot. ![]() Developers are often pressured by movie studio execs to have the game ready for release alongside the movie (which, in the studio execs' eyes, practically equates these games to tie-in action figures, lunchboxes, and other low-grade merchandise), which can shorten development time. Of course, the ability of licensed games to sell on name alone is a major reason for their poor quality, but it's hardly the only one. It helps that the writers are often dedicated borderline fanboys who are in the business for love (it's not likely to be for the money), and who know the subject-matter inside out. The situation varies in the Tabletop RPG world some licensed games are pretty poor, but many are okay and some are famously good. Pinball games tend to avert this, as it's very hard (but not impossible) to screw up pinball. This is most obvious in Video Games, but it also applies to Board Games and Trading Card Games. Given the built-in customer interest and sales potential in a licensed property, there's considerably less incentive for developers to make an actually good game. Or, they could just buy into an already-popular property via licensing permission to build a game around a TV show, or a movie, or a comic book, or a work of literature, or anything really ( and we mean anything note Although the last one was pretty good.). video and card game developers could take some time to develop an original property made with care, imagination and the ultimate goal of developing a brand new franchise. Most games that sell fall into at least one of the two categories. There are two ways to sell games: Quality of game, and reputation of name. Even if they're looking outside of Mario, stuff like Sonic and Sega All-Stars Racing Transformed exists.The problem is that Licensed Games tend to be mediocre at best. Why would you invest much time in this thing outside of playing all the tracks, then go about your way? I'm not sure, because if someone's in the market for a go-to kart racer, most people aren't going to keep coming back to this one. There's no story mode, no bonus modes, no incentive to snag all the collectibles other than the bragging rights of having weird collectible photos of the cast and all the hats. What's here is fine, but it's not enough. That's one of the main problems with Furious Racing. Oh, and for the DOTA 2 fans out there, you can collect hats for each character! That's. There's an online component that works well enough. There are different ways to mess around with cars in the garage. You race around sixteen tracks, pick up the optional collectibles, and that's about it. The thing is, that Faygo-tinged kart racer is just about all you'll be getting with this game. And that job entails saying that despite surefire improvements over the last entry, Garfield Kart: Furious Racing is nothing more than a basically serviceable kart racer with clear budgetary restraints, lack of content, and some glaring flaws. But I, a simple critic, have a job to do. In a way, it doesn't matter what the establishment says about this game - the people have accepted it as art, and so art it is. Now, five years later, Garfield Kart: Furious Racing arrives at a time when Jon Arbuckle drinking canine ejaculate is a bonafide classic meme and Garfield has been reborn into a postmodern icon. One glance at the 2013 title's Steam page reveals a "Very Positive" consensus out of over 4,000 reviews. But in 2013, millennial irony began to pick up in popularity, and so it was that Garfield Kart became the subject of widespread sarcastic, ironic admiration. ![]() Europe got a series of dreadful 3D platformers, the Wii saw some miserable party games, and there was probably some DS shovelware, too. ![]() Games about Garfield went unrecognized for years, and the world was a better place.
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