Fast Racing League is a WiiWare action, racing game by Shin'en Multimedia. Like most racing games, the premise is to arrive at the end of circuit goal three times ideally faster than the opposition.
Summary of analysis
Awkward but decent new player experience, disappointing gameplay experience, multiple control scheme choices, nice graphics albeit overdeveloped in my opinion, well-accomplished background music and sound effects.
Tutorial/New player experience
While adequate, it seems a bit clumsy to have a text window tutorial pop up in the course of piloting a high-speed vehicle, especially from a third-person point of view. Thankfully, there's very few controls and concepts that need to be taught in the game.
Gameplay experience
In a word, aggravating. I'm imagining that the designers at Shin'en Multimedia either missed the concept of a demo, the concept of player rewards, or they actually enjoy cock-teasing a player and think it's a great way to encourage a player to buy the full version. I say the prior sentence because while the game has a demo level to play through, they pull the opportunity to finish it in the last second or two, leaving the player with a "Buy our game" splash screen and no amount of success for their efforts.
But I digress (bitterly), the game featured a mechanic called phasing, which allowed players to swap between black or white color-schemes in order to exploit speed-boosting track features in addition to building up boost energy. The features are track, ceiling, and ramp pads (unless more are introduced outside the demo) with the first two boosting speed (the ceiling one pulling the player onto itself temporarily) and the ramp pad essentially appears to be a phase or die opportunity on the demo track.
Interface & Controls
There's a choice of three control schemes for the game: WiiMote alone, WiiMote with Nunchuk attachment, or Wii Classic Controler. Controller choice basically is a matter of taste or self-imposed difficulty modification. WiiMote operates on a steering-wheel tilt concept, it and the Classic Controller utilize a three-button control scheme (accelerate, phase, boost), the WiiMote with Nunchuk utilizes a two-button scheme (accelerate and phase) with boost functionality changed into shaking the WiiMote.
Graphics
Judging from the test level and the game's official site gallery, there's a lot of well-developed backgrounds. I cannot imagine this being a point of design focus given that there's effectively no time to enjoy it in the course of a race. By comparison, the tracks are decent and the vehicles are passable. They even took the time to put in particle effects of pieces of track tearing off upon vehicular collisions especially every ramp landing.
Music & Sound
The background music was well-accomplished and the sound effects were engaging, kind of forgettable but probably the best accomplished piece of the whole game.
Commentary
Overall, it's a mediocre game that has the distinguishing feature of being a good concept and, from what I can tell, well-debugged. I'm a bit surprised with the extremely high accolades the game cites in its reviews section, but can easily accept them from a stand-alone point of view. There's also the chance that the full game is a lot better than its very disappointing demo, especially in consideration of how much of the game is kept out of the demo's gameplay experience. Final evaluation: promising gamble.