


Not to say that this is necessarily a bad thing - Sonic Riders had a similar start mechanic with running through the electric gate right as the race started - but the main difference with Riders is that your only hurdle is yourself and your own timing. Position almost seems to be the exact antithesis: no pause, just a sudden mini-game you have to play in order to start halfway decently. What drew me into SRB2K in the first place was how welcoming the game felt the controls were fairly easy to get a grasp on, and most items were fairly self-explanatory, but there were so many tricks and details under the surface (drift timing, sliptiding, item snipes, etc etc) that really gave players room to grow and eventually master the game. I don't have 2.0 in my hands, so I can't really speak much outside of kneejerk reactions, and hitstun might actually be okay? Sometimes? But what pushed me firmly into "worried" territory was the Position mechanic. Not only that, but the tumble state already increases your "down time" (and makes it a LOT easier to get punted off-stage into a pit), so basically doubling that with prolonged hitstun seems. Hitlag stood out to me as seeming ready to punish you even harder than ever, narrowing your chance of recovery or even finishing in the same half of the pack - I can understand wanting power items like Invincibility to feel meaty and impactful, but seeing a full second of hitstun from a regular Orbinaut (as well as the spinout time!) felt a bit excessive for a common item. this is the first time an update's had me feeling concerned instead of excited. Aside from trying to eliminate Lap 1 "escape velocity", a lot of changes also seemed to incentivize playing top-left (light accel) characters, by giving them alternate ways of catching up with their faster and heavier adversaries. With the previous updates, there seemed to be a bigger focus on in-the-moment action, cutthroat tight races between players of about equal skill, and this "never give up!" attitude with new powerful items alongside recovery mechanics like the tether boost and faster respawns. I'm really excited about the elemental shields, I can't wait to get my hands on Grand Prix, and I'm in love with Rings serving both as a catch-up mechanic for the safer players, and as a risk-reward speed boost for the truly daring. I was honestly blown away by the initial release of modern SRB2K (yes, I remember Kart Z), with how much attention to detail the game had at nearly every facet - from the tracks to the mechanics to even the super thematic items - and so far, every single teaser for 2.0 has had me waiting with bated breath.

Instead of drowning in the discord tsunami, I'm going to try organizing my thoughts in a nice tidy forum postįirst off, let me take a moment to thank the dev team for their continued passion and devotion to SRB2 Kart.
