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Sometimes, you can't know how truly
wretched a game is until you experience the trauma of playing it
firsthand. Such is the case with 50 Cent: Bulletproof, the
wrongheaded third-person shooter starring cow-eyed, pudgy-faced
rapper Curtis Jackson. You can read reviews of Bulletproof for
the rest of your life and it still won't prepare you for the horror
of playing it!
The nightmare begins with the storyline,
a paranoid fantasy with 50 Cent and his partners in thuggery getting
swarmed by every jack-booted thug in the state of New York. If
this is some kind of c-o-n-spiracy as the instructions suggest, the
villains, dressed in SWAT gear and armed with the loudest and
largest guns this side of Ted Nugent's house, aren't doing a very
good job of keeping it a secret! Anyway, as 50 Cent unravels
the tightly knotted string of broken Christmas tree lights that
passes for a story in this game, he meets a drug-pushing doctor,
Eminem (who really should know better), and the mastermind behind
the sinister plot against him... Charles Nelson Reilly! He
hasn't seen a paycheck in thirty years, and he's pissed!
Well, the lead villain kind of
looks like Charles Nelson Reilly, but with the graphics as dark as
they are, who could tell? We're not talking about the kind of
dark that sets an effective mood, either... no, playing this game is
like experiencing the onset of blindness. Everything is either
pitch black or rendered in hues outside the visible color
spectrum, bringing back haunting memories of the original,
light-deprived Game Boy Advance. The only difference is that
you can't set Bulletproof directly under a flourescent lamp to
brighten up the characters and their inner-city
environment. You'll just have to be thankful for the few
things you CAN see, even if they're not as attractive as they
are in other, better, Xbox games.
While on his illin', chillin',
and 40 ounce swillin' adventures, 50 Cent coughs up a random
assortment of canned, profanity-laden catchphrases, hoping against
hope that one of them will stick. The music is similarly
persistent and twice as obnoxious, with four or five different sound
bites from the rapper's albums played ad nauseum. Did the
designers of Bulletproof loop together fifteen second clips
from a small handful of songs to preserve space on the disc, or is
50 Cent's work really this monotonous? Whatever's the case, it
won't be long before you start to feel like the test
subject in a sadistic mind-control experiment conducted by the
RIAA.
Of the many crimes against humanity that
50 Cent: Bulletproof commits, none are as atrocious as the
gameplay. You'd need a naughty list the size of Santa's to
cover all the mistakes the developers made when creating this
game. On the rare occasion that they actually do something
right, they manage to screw it up with another dumb design
flaw or unnecessary play mechanic. Take the melee attacks, for
instance. Cowboy Curtis never runs out of ways to bury his
combat knife into an enemy, making the instantly fatal blows the
most entertaining part of the game. Of course, since it's so
much fun to dispatch soldiers at close range, the developers
included a sluggish stamina meter to make sure you can't use the
knife more than once every thirty seconds.
Brilliant!
Wait, it gets better! Say you're
standing near a door or next to a corner when you pull off the
knife attack. While you're bissecting that gun-toting agent,
another goon will jump behind you and stick an Uzi in
your back. The moment the counterkill animation ends,
you're pumped full of lead and forced to start the stage from the
beginning. You're not given a chance to defend yourself,
because you've used your knife attack for the week and the game's
clumsy manual targeting makes it impossible to aim for that soldier
hiding in your blind spot. If you're thinking your posse's got
your back, think again... they're as dumb as a sack of rizzocks, and
are all too happy to watch as you get gunned
down by foes you couldn't see.
Situations like this are why you'll be
seeing a lot of the game over screen, with 50 Cent holding out his
arms like a 21st century messiah. The only way you'll keep him
off the cross and in the action is to activate all of the game's
many cheats, including invulnerability, unlimited ammo, unlimited
weapons, and most importantly, unlimited patience. Once
you've switched on all these safeguards, the game becomes almost
playable... but "almost" just isn't good enough when you consider
the many, many third-person shooters on the Xbox that are better
than this one. With an abundance of flaws so contrary
to the point of gaming that they have to be
intentional acts of sadism, Bulletproof truly is worse than any review could hope to
express.
In the 1990's, Electronic
Arts released Road Rash. This intense arcade-quality racing
game pushed both the limits of the consoles available at
the time and stretched the boundaries of its genre with action that
was evenly split between dodging traffic and trading punches with
rival bikers. For many years, Road Rash was the last word in
warfare on wheels. However, this was not to last. Many
lost interest in the games when the controversial Road Rash 3D was
released, and the few fans that remained finally gave up on the
series after playing its terrible follow-up Road Rash:
Jailbreak.
The Road Rash series may be
gone forever, but if Burnout 3: Takedown is any indication, its
playfully rebellious spirit will be around for many years to
come. Burnout 3 may not seem like it has much in common with
Electronic Arts' first successful racing game... you won't find
a single motorcycle here, and none of the characters roll down their
windows to whack each other with lead pipes as they race down the
highway. However, the similarities will become more obvious
after you've spent some time with the game. Like Road Rash,
Burnout 3 is as much about forcing your opponents off the road as it
is racing past them. You'll use your car as a battering ram,
shoving the other racers into oncoming traffic, concrete dividers,
and other road hazards to bring them to a violent halt and steal
their position in the race.
Burnout 3 takes much of its inspiration
from the Road Rash series, but you could also draw parallels to
another once great racing title, Sega's Crazy Taxi. That game
encouraged you to not only take your passengers to their
destinations in the fastest possible time, but to keep them
entertained on the way there with leaps over ramps and close
shaves with other vehicles. Instead of using high scores as an
incentive to perform these hair-raising stunts, Burnout 3
rewards you with "boost", a limited supply of supercharged fuel
that increases your speed and adds ferocity to your
attacks.
All this is enough to make Burnout 3's
races sadistically entertaining, but there's more to the game than
just fighting for the finish line. There's a lot more variety
here than you're likely to find in the average driving game... in
addition to the expected races, there are especially demanding
one-on-one competitions, endurance contests stretched across several
races, and my personal favorites, the road rage and crash
modes. These modes make the most of Burnout 3's destructive
tendencies, challenging the player to lay waste to aggressive
computer opponents and streets packed with unsuspecting
drivers.
The Burnout franchise and its creators,
Criterion Entertainment, were recently purchased by Electronic
Arts. The effects of this acquisition are obvious when you
compare Burnout 3: Takedown to its predecessors, released by the now
defunct Acclaim. The rough edges in the first two games have
been sanded out thanks to an increased production
budget... crashes in particular are even more stunning than
before thanks to more complex damage modeling and busier
streets. In Burnout 2: Point of Impact, a dozen car pile-up
was the best you could hope for... in the sequel, you can get
double that amount with a little effort.
More importantly, the promising but
simplistic play mechanics in the Burnout series have finally reached
their full potential in this third installment. The takedowns
give the gameplay more variety, and give the player an outlet for
their frustration when an opponent zips past them or pushes them off
the highway. You no longer have to sit there and take it when
the computer steals your lead... you can fight back, and make it
really hurt! The crash mode (unquestionably the star
attraction of the previous game) has been enhanced as well, with two
new features... aftertouch steering gives you limited control of
your vehicle after it collides with other cars, and the crashpoint
acts as a detonator, letting you take out what's left of your car
and anyone unfortunate enough to be near it in a fiery
explosion. Crashes have also been integrated into the
game's other modes, elevating them from a fun extra to an
important element of the gameplay.
If there's anything wrong with Burnout 3,
it's Electronic Arts' stubborn insistence on merging it with their
other product lines. Advertisements for other EA titles
are scattered throughout each track (great, now I can see Tiger
Woods' constipated grimace in yet ANOTHER game...), and
the effective instrumental soundtrack from Burnout 2: Point of
Impact has been replaced with second-rate heavy metal from
Electronic Arts' EA Trax library. Sure, you get a pretty cool
song by hard rock rebels The Ramones along with music by such
instantly forgettable bands as The Von Bondies (isn't that what they
call Married... With Children in Germany?) and Fall Out Boy ("Look
out! Radioactive Man!"), but frankly, The Ramones sound a whole lot
better in Tony Hawk's games.
Also, what's with that DJ? It's
amusing that the designers created a radio station devoted to a
sport so extreme nobody could possibly survive it, but Striker's
flip attitude and repetitive comments become so grating that you'll
start to wish that he was along for the ride when you send your car
hurtling into the side of a gas tanker. If the enhanced
graphics and more stable online support weren't reason enough to buy
the XBox version, the ability to select your own, non-crappy
soundtrack almost certainly will be.
The default soundtrack and Striker's
obnoxious chatter may not win any awards, but the rest
of Burnout 3 definitely has a few coming. One that
immediately comes to mind is "Most fun racing game since the glory
days of Road Rash."
"Oh wow... Capcom
High. I haven't been here in over fifteen years! I love
what they've done with the place, though... sure looks a lot nicer
than when I was taking classes!"
"Wings?
Legendary Wings?"
"Hey,
MERCS! You're looking great! It's like you haven't aged
a day!"
"Thanks! So
what have you been up to lately, girl? I always wondered what
happened to you!"
"Oh, me?
I'm a housewife now. Remember Section Z? We were dating
for a while, but then I met his little brother. He's a little
complicated sometimes, but a whole lot deeper. We got
married... we've got three kids now!"
"It's hard to
picture you as a mom, you know that? You were always the wild
child here at school... bombing monsters, collecting treasures, and
flying into all those bearded stone faces..."
"Yep, those were
fun days. Hey, can you believe the turnout? Just about
everyone's here!"
"Well, not Black
Tiger. He's on a business trip with Magic Sword and
Strider. You know them... they're probably riding around
in a fancy black limosine or something. They're supposed
to be back in town soon, though... maybe we'll see them at the next
reunion."
"Hello, Mr.
MERCS. Hello, Ms. Wings. Did you sign the
guestbook? I recommend you take a look at it. It's
really quite nice... we even have pictures of all the students from
back in the day."
"Yes, Principal
Vulgus, we've signed the book."
"Yeesh, old
Vulgus is still around? He was sooooo boring! And weird,
too!"
"Heh, some things
never change. So, would you like to meet my cousin, Forgotten
Worlds?"
"Oh, yeah!
I remember you! You were such a stud, but man, that metal dial
was SO tacky!"
"Where have you
been? I ditched that old thing a LONG time ago. I've got
analog sticks now... they're a whole lot cooler!"
"Good
choice! I wonder if Higemaru is around. I always had a
bit of a crush on him..."
"Er, Wings,
didn't you didn't hear? Let's just put it this way... they
don't call him He-gay-maru for nothing. That's him, hanging
out with Exed Exes and that annoying foriegn exchange student Son
Son."
"I see what you
mean. He always did seem find of flamboyant, huh? And I
see Son Son is just as obnoxious as ever. She just goes on and
on... isn't there any way to shut her up?"
"There's all the
usual cliques... the 1942s in the corner, and the Ghosts 'n Goblins
standing around the punchbowl. Talk about a rough crowd...
they still scare me, and I served in the
military!"
"I always
wondered why 1943 and Kai keep hanging around with 1942. They
can do better than that."
"Hey, Wings,
isn't that Street Fighter II? He's the one behind
Gun.Smoke."
"Geez, I can't
see ANYTHING behind that giant cowboy hat! Hey, Gun.Smoke,
take off the ten gallon! This isn't a Travis Tritt
concert! There we go... ooh, ouch. Wow, MERCS, he looks
so old!"
"Yeah, he was
working fourteen hours a day the moment he got out of high
school. They just never gave the poor guy a vacation. It
really took a toll on him."
"Hey,
Wings! MERCS! Long time no see! Remember that time
that... uh, um... oh yeah. You remember when we stuffed the
hall monitor in his locker?"
"Yeah, poor
Bionic Commando. Nice seeing you again, Street Fighter
II."
"Wow, MERCS, he's
so..."
"Yeah, he suffers
from memory lapses. Takes him way too long to bring up
anything now. One time, it took him a couple of seconds before
he could even think of his own name."
"That's
sad. At least his cousin is still looking pretty
good..."
"Final
Fight? Yeah, we still work out together. We've always
been pretty close."
"That's cool, but
I hope you're not still hanging out with Trojan! All that guy
ever did was make condom jokes and brag about the size of his
sword..."
"That was kind of
amusing for a while, but yeah, it got old eventually. I think
he's here, but you can always ignore him."
"Oh wow, look at
the time! It was really nice catching up with you,
MERCS! We should do it again sometime!"
"Yeah,
definitely!"
It's been a while
since I've written a really nasty and vindictive review, but boy
does this game ever deserve one. Take a dozen of Capcom's
least appealing characters, throw in an inept newbie with a
thirst for blood matched only by Strawberry Shortcake, then roll it
all in a lumpy batter of lackluster Shinkorou artwork and
imitation Guilty Gear guitar riffs. What you get is a crispy
fried turd of a game that would be lucky to find its way on the left
hand side of an evolutionary chart.
Capcom Fighting Evolution is Capcom's
half-hearted attempt to keep its once great fighting game
franchises alive... or at least, in a persistent vegatative
state. Street Fighter II, Darkstalkers, and Street Fighter
Alpha are all represented here, along with the less impressive
Street Fighter III and Red Earth.
All of the characters appearing in Capcom
Fighting Evolution play exactly like they did in their original
series, which would be perfectly fine if not for two serious
problems. The first is that Capcom chose fighters that have
either been milked dry in the past, or duds that nobody in their
right minds would want to play... IF they had any other options
available. Mammoth mummy Anakaris hasn't
gotten any less awkward to use, and Urien is still a toned down
clone of Street Fighter III's Gill, quite possibly the worst
fighting game boss ever.
At least they're marginally useful.
That's a claim you can't make about the heroes of Red Earth, a
side-scrolling beat 'em up released exclusively in Japan. None
of the four characters from Red Earth make the transition to a
versus fighting game especially well... they were designed to carve
through dozens of mindless foes, not engage in strategic combat with
a single opponent.
As a result, they're ill-equipped to
fight the rest of the stars of Capcom Fighting Evolution.
Some, like the bug-eyed nautilus Hydron and dinosaur/ram/chicken
hybrid Hawzer, are so gigantic that they're easy targets for the
more nimble characters' fists and feet. The others just don't
have the arsenal of special moves necessary to put up much of a
fight against tenacious fireball chuckers like Ryu and
Guile.
The terrible character selection alone
breaks Capcom Fighting Evolution in half. Sure, the game has
that same responsive control you've come to expect from Capcom (you
know, back when the company actually gave a damn about the Street
Fighter and Darkstalker series), along with new backgrounds and a
soundtrack that's pleasant enough, even if it is hopelessly
derivitive of what you've already heard in the Guilty Gear X
series.
Sadly, you can only go so far with a
solid game engine and competant audiovisuals. Marvel
vs. Capcom 2 has both of those. So does Capcom vs. SNK 2, and
Darkstalkers Chronicles on the PSP. The difference is that all
these other games were designed with special care, and a love for
the genre that Capcom has long since lost.
Just when did Capcom's enthusiasm for
fighting games vanish? Maybe it was the day the Dreamcast
died. Perhaps its programmers just need a break
after fifteen years of Street Fighter II rehashes.
Whatever's the case, Capcom Fighting Evolution
will leave players every bit as indifferent as the people who were
forced to make it.
Not so much
controversial as eagerly discussed, Team Ninja's (who with this
release solidifies itself as the Russ Meyer of the video game
industry) Dead Or Alive Extreme Beach Volleyball finally
creeps its vaguely prepubescent backside onto the Xbox... and proves
to be a surprisingly solid arcade-style volleyball game coated with
a light simulation glaze (no pun intended, I swear to
God...).
DOAXVB's "story" involves Zack winning
the Dead Or Alive 3 tournament, then using the earnings to hold an
all-girl volleyball tournament on a paradise island, sans the
obligatory dwarf. Much to chagrin of the girls, the tournament never
actually happens. So all involved proceed to hang around the island
for fourteen days, playing volleyball and doing "other things."
You know, like hopping around in their teeny weeny
bikinis.
You start out by selecting a girl
and heading for the island. You'll initially meet up with
the newly introduced Lisa, who will show you around the
island, then proceed to join with you to play against the other
girls in two on two volleyball matches.
From there, Dead or Alive Xtreme
Volleyball becomes a strange beast of a game. In order to keep your
partner, or get new ones, you have to travel the tropical sunny
island via static menus to purchase swim suits, accesories (hats,
sunglasses, goggles, different colored balls, bracelets, hair clips,
flowers etc.), and items (things that would relate to the interest
of each character, like Prototype Xboxes, Aromatherapy things, and,
er, cherry pie...). Each girl has a hobby, color, and favorite food,
and you must figure out who likes what in order to get them as a
partner, keep them happy, and eventually get them to wiggle
themselves into some of the game's more revealing (read:
skanky) swimsuits. Money, referred to as "Zack Bucks", is earned
from the volleyball matches and a couple of mini-games. This
in turn is spent on swim suits, accessories and items to please
your partner and butter up future partners. And if you're
really nice, they'll be really nice and will give you swim
suits, accessories, and items. It all plays out like Sim-Girl
lite. Or Girl Crossing. Or Theme Sex chick. Or Front Office amauter
scantly clad girl volleybally (I got a million of
these...).
Besides volleyball, the aforementioned
money earning mini-games consist of a poolside "hopping"
game, roulette, a few slot machines, and casino poker and
blackjack with Dead Or Alive girl-themed playing cards offered at
Zack's island casino. The hopping game can be played when you go
poolside and serves as a calibration tool for your analog buttons
(if you choose to use analog buttons in game). You apply pressure to
either the B or A buttons to successfully hop along pads laid across
the pool while trying to keep your balance. Doing it fluidly and
within a certain time will lead to more Zack Bucks. The
casino games are fairly straightforward, with the slot
machines each having a theme associated with each girl. An
apparent "trick" to the slot machines floating around is that if you
and your teammate win several matches, and if she's happy, you can
go to her slot machine and rack up some big money. However, I
have yet to get that to happen.
The actual volleyball, the supposed meat
of the game (once again no pun intended), is fairly well executed.
The right analog stick puts your teammate in various defensive
postions (move her toward the net, move her back to set up a spike
etc), while the B and A buttons handle receiving and attacks (if
using the analog setup, it's just B and A with different pressure
applied for light and heavy attacks, and receiving while using the
digital mode just assigns light and heavy to each of the Y, X ,
B and A buttons). You can "place" the ball where you want by mixing
the attacks and receiving with the analog stick, which will either
place the ball in a spot the opposing team doesn't anticipate, or in
the case of strong attacks, hits a player so hard that she can't
respond fast enough. Scoring and traditional volleyball rules are
tinkered with: there are no lines for the court like in Sega's Beach
Spikers and single player mode has matches going to 7 points in
order to keep things snappy and fast paced.
AI is marveously handled. Games are
greatly affected by how well you and your teammate are getting
along, and how your oppenents are getting along. If your teammate is
"enthusiastic" you can usually dominate matches. She'll
knowingly block shots, deliver ace serves and set up spikes or
volleys. If they're rated at "usual" they'll cooperate but not act
on their own nearly as much, and if they're "unwilling" they will,
quite literally, stand around and play with their hair or suit, or
mess up serves, volleys, and spikes. The allowance of the right
analog stick for formations cuts down a little on the iritation of
having an unwilling teammate, but, unless you're REALLY, REALLY
good, you're usually screwed going into the match. However, you'll
typically know how they're feeling, and how your opponents are
feeling before you go into a match.
When considered as a volleyball game with
a lot of sim-lite stuff thrown in, DOA Xtreme Volleyball is pretty
good. When you throw in all the bizarre, and often questionable,
sexual inneundo DOAXVB becomes a disturbing and even embarrasing
experience (depending on what kind of person you are, of
course). There are several locations in the game (poolside,
private beach, jungle, beachside and a few others) where you can
just watch the girls lay around, ride bikes, run into the water and
"bounce" around or sit in a patio chair stretching and moving
around. You can not only watch them do this, but you can rotate the
camera with the analog stick and zoom in with the triggers. Granted
it isn't as weird as, say, the amazing stuff you can do in hentai
games like Battle Raper, but it leaves the sane mind wondering what
other players are doing while "playing" through these scenes. The
standard Dead or Alive innuendo comes full force in the game: boobs
jiggle quite often, the girls hop around excitedly shouting in
cute Japanese voices after making points, or pout and sit on the
ground when they mess up. They also scream violently when you smack
them in the face with the ball during play. One of my friends got
really excited about this, and not just because he received a
thousand Zack Bucks when he creamed them. Er, sorry again
for the pun.
The game supports custom soundtracks and
itself sports a lot of licensed music, from Bob Marley to Reel Big
Fish. The soundtrack selection is, arguably, one of the best in any
Xbox game to date that actually supports the darned thing, though it
doesn't randomize tracks. That said, you can easily skip tracks you
don't wish to hear. The game, as briefly mentioned before, supports
analog buttons but, from personal experience, you may want to use
the digital button option. It made more sense, to me at least, and
you may get a better feeling of the types of moves you're going to
pull off.
The graphics are, as usual for Team
Ninja, excellent. Everything is bright, clean, and smooth, and the
plastic doll-quality of the game's cast is better than what was
found in Dead or Alive 3. Animation is fluid and nicely done, and
rarely gets in the way of the actual gameplay. The only complaint is
that the computer rendered full-motion video, much like DOA 3's, is
pretty blah (though that complaint shouldn't be lodged against Team
Ninja since the CG was outsourced, just like it was in
DOA3).
On a side note, some of the items buried
in the game are pretty neat and alone almost make the
game worth playing. The "she kicks high" DOA 3 ad is hidden, as
well as a pretty funny ad for the European launch of the game. Also
included are E3 movies of Ninja Gaiden, the original opening for the
first Dead or Alive, and tech demos for DOA 2 that are pretty
interesting.
Dead or Alive Volleyball is
recommended... but just barely. It's better than I expected on many
levels, especially the volleyball game itself. It turned out
much better than the other much highly publicized sex game
of 2002, Acclaim's dreadful BMX XXX. That said, it's not for
everyone. The interaction is done through static menus, the casino
games aren't nearly as interesting as they should be, and while the
volleyball is well handled and deep on some levels, it does
take a more arcade-like approach, and there doesn't seem to be
"enough" of it. No tournaments, no 4 player options, no system link.
There are issues with the camera in the volleyball game too.
The camera stays on one plane the entire time, following the ball,
and without a character indicator of any kind you may find yourself
offscreen from time to time. ALSO, it would've been nice if they
threw the guys in. Not just for the gays, but for a more varied
experience (plus it would've been funny to see Leon pout after
screwing up a spike).
That said, if you've been following this
game since E3, and were obsessed with buying it and seeing Kasumi in
a pink bikini since last May, and you really don't care how shallow
the game is, add three rating points to my review and go to
town. If you want a quality sports title of this ilk and own
multiple consoles, however, don't bother. Go get Beach
Spikers.
Dead to Rights, Namco’s entry into the
dark, gritty (and increasingly oversaturated) crime action genre, is
a mixed bag of hits and misses.
Dead to Rights
is best described as a ho-hum Max Payne clone, but the game is
not entirely without merit. In addition
to mindlessly running around, ducking, jumping, and firing
at more enemies than in a Hong Kong action flick, there are a
few features in DtR that most action games are lacking.
Disarming bombs requires careful manipulation of a marble a'la
"The Irritating Maze"”. Lock picking must
be performed by pressing the button at different intervals in
just the right time. Controlling your character’s stripper
girlfriend to distract thugs and your canine partner to sniff
out bombs gives the player a nice break from the monotony of
gunplay and fisticuffs.
However, it
somehow still beccomes redundant. This is probably because the
gunplay and fist fights are quite tough. You will often
find yourself ALMOST completing the level, only to die
right before your goal. Even if you do succeed, the
next portion of the game begins with the stamina and
armor you had left after your last bloodbath. So after
fighting past dozens of adversaries, you will find
yourself facing a whole new level of bad guys with almost no
health. Thankfully, health and armor are almost always lying around,
but even so, most (if not ALL) of the levels are very unfair
and require a fair deal of luck no matter how skillful you may
be.
The graphics
in the opening sequence are stunning. I wonder why the
actual game’s visuals are so bland. Ditto for sounds, as
the gunshots, taunts, grunts, growls, screams, etc. are nothing
too impressive. I've never played the other console's
incarnation of this game, but I just know the Xbox is capable
of better than this. Dead to Rights is an
only passable action game.
Before they aborted it, Genki announced, and Lightweight
began work on, an Xbox port of the superlative fighting game
Kengo. The Xbox version was to be the game that everyone
wanted on the Playstation 2. One-hit kills, female characters,
cleaner, less Playstation-like modeling, and more multiplayer
options were the order of the day. Alas, a few months after
Genki's announcement, the game vanished off the radar and emerged as
Kabuki Warriors, a much more arcade-y brawler that closely resembles
Samurai Shodown 2 despite the lack of any real special moves.
Kabuki Warriors became synonymous with
crap at the Xbox's launch. It was the one game no one seemed
to want until it dropped to $10. Even then Kabuki
Warriors was still considered garbage, but that's an entirely unfair
assessment. While fellow Xbox titles like New Legends, Shrek,
Azurik, and Night Caster were lifeless graphically challenged blah,
Kabuki Warriors is lifeless graphically challenged blah that is both
mindlessly entertaining and dripping with a strange bit of
personality and a lot of playability. This is mostly because
you can share the game with other players via a generic (I'd like to
refer to it as "straightforward") Vs. mode.
The premise is that you lead a troupe of
ne'er do well actors across theaters in Japan "performing" (a
euphemism for fighting) with other troupes. You are given a
team of three actors initially and are sent off to compete in
theaters. As you progress, you accumulate money which is
usually spent on traveling from theater to theater... the
farther away it is, the more you'll spend. You begin the game
with just one character- the hapless Shinto Priest-donning
Shiroko. As you progress and defeat troupes in best of three
matches you're allowed to trade off players and gain new ones.
At the onset you'll find yourself constantly switching out actors
until you find just the right troupe. Eventually you'll run
into the same actors as you get farther: there's dozens of theaters
to travel to and only twelve real actors
(with twelve more pallete swaps). The goal is to get to
Edo and do battle with the three best actors in all of
Japan.
Moves are incredibly easy to pull
off and don't consist of anything beyond left, right, up, and
down movements coupled with the attack button, allowing for
obligatory slash combos and jump attacks. The game's controls
are much more suited for other genres than a fighting game: A
attacks, X blocks, B jumps, and Y executes a roll which makes
up for the game's limited super moves. Super moves
consist of a single meter, shared by both thespians, and a single
button assigned to performing the attacks.
Since you ARE an actor and you have
to earn money to progress, you must to attempt to win the
diminutive, non-existent crowd's favor. You can gain money by
pulling off an amazing move, or by tapping the white button which
makes your character "dance"- posing for the audience to earn
money and attempt to take over the power meter. When you've
done enough dancing (which WILL make you vulnerable to opponent
attacks) your meter will begin to flash, giving you the que to
unleash a Kabuki Swollen Monkey Ninja Bowels move. Or just a
super move. Each of the game's players has just one and each
vary widely. Gender bending Kikunosuke plunks
down smoke bombs with delayed release. The blonde maned
Ukon, who most closely resembles the Western idea of a
Kabuki actor, turns invisible and gains back health.
Other attacks consist of breaths of fire (the portly Goro), tornados
(Tadanboru), and helicopter spinning blade attacks dubbed the
"Corkscrew Heaven" (the vaguely western looking Gonroku). The
moves are easily defendable with the possible exception of Ukon's
which is just absolutely broken. You can achieve perfect
victories with him once his meter fills up, because his
super makes him almost impossible to hit. The twelve other
"versions" of the characters all have different names but the exact
same moves. This really makes the number of
fighters twelve, even if they all have snazzy alternate
costumes and names.
Outside of the single player mode (the
acting tour stuff), Kabuki Warriors features a Vs. mode and a time
attack mode. Vs. mode is exactly that: you simply do
battle with another player and have at it in a variety of
levels. Time attack is pretty lazily designed: it simply
records how many people you've defeated and in what time before you
finally lose a match.
Kabuki Warriors, despite its name and
gameplay, treats its subject matter with respect. Levels
resemble actual Kabuki stages, menus and in game graphics give the
air of a theater, and the characters are realistic. Kikunosuke
is really a young man dressed as a woman in binding. Goro
looks like the type of crowd pleasing sideshow character that would
breath fire and get money thrown at him. Sukeroku, Tadanobu,
Sadakuro, Kuroko, Danjo, and Hanjo all look like the old Kabuki
actors that would carry some important role such as a
patriarch. Ukon and Kagekiyo resemble the high-minded
flamboyant actors we've all come to think of when we see Kabuki, and
Gonroku looks like a grizzled tough guy. The atmosphere
all works and the graphics and animation stick close to the
theme. In fact, an imperial Kabuki troupe is listed in
the credits for doing all of the motion capture model work.
The stages are less than interesting, consisting of simple wood
textures and high res bitmaps. Also, some of the player
models are sort of uneven. A lot of time seems have been put
into Ukon, Kagekiyo, and some of the more colorful characters, while
others like Kuroko and Hanjo are less impressive.
However, it's nothing too noticable. In the end, Kabuki
Warriors works. Its simple play and strange style gives it the
feeling of a baby project for a bunch of low level
Lightweight/Genki staffers, rather than a simple contractual
obligiation to Microsoft. At $10-20, its current going price,
it's definately worth a shot.
Jaleco's return to the US market, thanks
to money found in new owner PCCW, is already off to a bumpy start
with the bad, although slightly improved, sequel to Night Caster.
Playing like Gauntlet with Diablo aspirations, you pick either
a strong armed tough gal or the same little wizard that cleverly
aged in every level in the first game.
Night Caster II puts a much greater focus
on magic spells than melee attacks via an elaborate, and somewhat
poorly implemented, magic system. The system is based on four
elements: light, dark, fire and water (yellow, black, red, and
blue). Every enemy you'll encounter in Night Caster II will carry
one elemental type, depending on their color. You fend off these
foes by casting the opposite magic of their color (yellow vs.
black or red vs. blue).
This proves incredibly problematic. First
the hives, or generators, that spawn the monsters are not based on
specific elements themselves. They will, almost in every instance,
spew red, blue, yellow and black enemies at the same time. This
leads to the second issue: every spell used on the enemies will do
some sort of damage. Don't have blue magic handy for a red spike
shelled bug? Lobbing fireballs or using lightning or a Dark-based
toxic gas spell will work on the enemy just as efficiently. The only
indication that you cast an opposite spell on a foe is by some sort
of "neat" effect applied to the enemy and a few extra hit points
shaven off. The "neat" effect, the only remotely attractive thing
found in Night Caster II, is little more than an
explosion. Throw water on a fire enemy and he drowns. Hit a
tree creature with fire magic and he'll catch fire and slowly
burn a cinder. Hit a dark enemy with light and he fries (sort
of...). Finally, hit a light enemy with dark magic and he'll
be enveloped in dark clouds.
Gameplay is boring and too simplistic.
Levels are wide open and semi-free form. You're thrown
somewhere on the map, you're given a vague objective (reach the
tree, reach the village, get through the "alternate dream world"),
and then you're allowed to "go to town." The level are suitably
large and you'll encounter a lot of foes and generators but it
ultimately comes off as a hollow experience. The environments,
plentiful in shrubbery, houses, trees, and rock, are static 3-D
polygon models with NO interaction whatsoever. You can massacre
about a million spiked ladybugs, little ghouls riding red and
blue dinosaur-like lizard creatures, and crazy orc things, and the
grass will stay green, the shrubbery remains in place, and the
trees stay petrified in the terrible, terrible world of Night
Caster II. On top of all that, there's no in-game map- merely a
miniscule compass- making exploration difficult and leading to
numerous frustrating deaths when you run into four or five
generators. A few poorly implemented role play elements figure
into the gameplay... kill about a billion creatures and you'll
eventually gain a level. Also, there are a few useless items, such
as armor, weapons, and magic laying about the expansive levels.
Weapons and armor are practically useless because the melee combat
is tacked on as an afterthought. Actual hand to hand combat is
suicidal as the brainless enemies start ganging up, quickly killing
you off. The game focuses too much on magic, and ultimately leads
you to run like hell all over the level away from hordes of enemies
while blindly cycling through and using the incorrect magic.
The graphics are for the most part awful.
The modeling is simplistic and chunky. Enemies are entirely generic
and simplistic (the orc-like foes seem to mimic Halo's grunts in
their screams and one-liners) and are easy targets for your magic.
The music is horribly inappropriate, consisting of techno-rave
sounding junk that picks up tempo as the screen fills with enemies.
Ghastly. The only thing really going for the game is the Gaelic
accented narrator who does her damndest to seriously tell the game's
nonsensical story... something to do with alternate worlds and
humans and magic and bad things.
With Gauntlet: Dark Legacy and Hunter the
Reckoning out and the promise of Blackstone and THQ's budget-priced
Evil Dead licensed Hunter clone on the way, there's no real reason
to buy this game. Really, there's no reason to buy this game
regardless of genre. Morrowind is a better a Gauntlet clone with
Diablo elements than Night Caster II is. For that matter, so is Mad
Dash Racing. While I applaud the new Jaleco for attempting to do
more in the US market then just release Japanese-flavored garbage,
buying the scorched wreckage of the original game's developer (VR-1)
and letting them make the same mistake all over again leads me to
question their sanity. Why couldn't we have gotten a new Pop Flamer
instead? Or a sequel to Astyanax? Or City Connection?
Sigh...
In the first Oddworld titles for PSX,
Abe’s Oddysee and Abe’s Exoddus, we were given a glimpse into a
fantastic alien world with an intricately complex series of
adventures allegorically representing class struggles, corporate
takeovers, exploitation of the environment, and other modern
problems plaguing our own society. None of these messages were so
overt as to detract from enjoyment of the games, however, and
Oddworld Inhabitants produced two of the finest 2-D
puzzle/platform/action/adventure titles ever to grace a home
console. Their Xbox-exclusive follow up, Munch’s Oddysee, while not
entirely unenjoyable, did not make the smoothest transition into the
3-D realm. Now they’ve thrown everybody a curve by ditching the most
popular characters and turning the next chapter into a first-person
shooter and third-person exploration hybrid.
The protagonist this time around, a
tough, mysterious bounty hunter known simply as "the stranger," must
capture or kill enough outlaws to afford an unspecified operation.
Where he’s from, where he’s going, why he needs the procedure, and
his true identity unfolds beautifully in a storyline that is
actually engaging and worthwhile - something of a rarity these days,
especially for this type of game.
Using a double-barreled crossbow, you may
utilize two different types of creatures as "live ammunition" from a
first-person view, or use your fists and head as weapons in the
third. Each animal has its own unique attributes. Animals resembling
spiders, wasps, bats, skunks, and chipmunks are launched toward
enemies or may be strategically placed as traps. Some sting,
entangle, lure, or otherwise immobilize enemies. You'll
need to kill these foes or bring them in alive... the latter is more
difficult, but brings in higher monetary rewards. The first-person
action is definitely more polished, yet both are very well done, and
both must be used together to complete every level. Save points in
each stage are well-placed, and most of the bosses, or bounties if
you will, provide a reasonable challenge. The gameplay's
difficulty is sometimes a little uneven, but the fact that both
strategy and twitch reflexes play an integral role in playing
Stranger's Wrath makes the game a cut above the rest.
As with the other offerings in the
series, the graphics are nothing short of stunning. Our hero
encounters gorgeously rendered desert, forest, mountain, and
fortress terrain, and the cutscenes are just as impressive as the
actual gameplay. Many new species are introduced, and it’s obvious
that a lot of effort has been put into the appearances and animation
of each.
As for the negatives, your radar is far
from perfect, perhaps deliberately so to add to the challenge.
Sometimes the perspective switching can get confusing, and the
camera is still not perfect (but then again, it never is in any
game, and likely never will be). For all the work put into the
visuals, the voices, while humorous, colorful, and entertaining, do
get repetitive and even downright annoying at times. The third
person fighting could have been better, too. However, the biggest
gripe is that the game is fairly short, and there appears to be no
way to obtain alternate endings for "good" or "bad" behavior during
gameplay as was the case in the previous titles.
Still, the bottom line is that Oddworld: Stranger’s Wrath is one
hell of a good game. It’ll be fascinating to see how this will tie
into the previous games, once the quintology is complete. Chalk up
another winner for Oddworld Inhabitants.
Part
Shinobi, part Gun Valkyrie, part god knows what, From Software's
second offering for the Xbox (one of a seemingly long line of
announced titles being subsidized by huge piles of Armored Core
money) is arguably the best game of the year in any country. Otogi is
a spectacular, epic hack-and-slash adventure that
manages to transcend its strong Japanese flavor so well that
even the most ardent Amercian, Funcoland-going gamer will shout
out the currently popular catch phrase when they see
it running on an Xbox hooked up to a 12 year old TV with a shitty RF
unit at their local video game establishment ("boss", "bomb", or
"bling bling muther fucker" come to mind...).
Otogi is roughly
translated as "Faery" or "Faery Tale" and it seems to suit the
game's setting. The story is fairly traditional video game genre
stuff: a young warrior must traverse a dangerous world and
save whatever (humanity, princess etc) from giant evil
whatevers (demons, animals etc). In the case of Otogi, it's
Raiko, a young, apparently dead Samurai who must free scores of
souls from a variety of demons and other recognizable beasts of
Japanese mythology.
The gameplay is a
mixture of Sega's Gun Valkyrie and Sega's recent Shinobi redux. As Raiko uses vertical and
horizontal slashes to string together combos, he gains lift,
allowing him to float and dash about (much like Gun
Valkyrie). This comes
in handy when attacking the persistent hordes of enemies surrounding
him as he locks on to butcher mad red Tengu, small floating skeleton
heads and magic weilding Fu dogs (much like Shinobi).
Unlike either Sega game,
however, Otogi sports huge destructible environments (the game's
"hook" outside of its rudimentary RPG elements). Most levels are large and
wide open and littered with trees, Japanese houses, castles,
lanterns, stone statues, and other vestages of medival Japanese
architectual design. Practically all of it can be
destroyed, either to free trapped souls (littered about each level
and represented as percentages at the end of the level) or as a
weapon in in battle.
Smashing a building or a fortified wall can lead to the
rubble or debris to collapse on pursuing enemies. The use of the environments
against foes works particularly well when the level is set
inside a building:
hitting a case of stairs or wooden support beams will cause
them to explode into scores of nasty splintered shrapnel that will
either spray out or rain down on surrounding enemies. Destroying a beam could also
bring down an entire second floor. Smacking the beams with the
flung body of a dead Tengu can have the same effect: slam the beast
into the beam, beam becomes kindling, the second floor comes
crashing down.
Level objectives
vary. Most consist of
roaming around the game's wide open, often gorgeous, environments
killing specific enemies (like roaming Tengu or spewing skulls)
and finding trapped souls.
Others may call for Raiko to destroy a cursed tree to restore
a forest, knock down a huge stone castle by destroying its pillars,
fight a water nymph, crustify a nasty six armed insect monstrosity
that's attempting to break its chains, and (in one case) escort a
woodland spirit.
At the end of the level
variables are "looked over" and experience is alotted based on the
time a level is compeleted, the amount of destruction inflicted in a
level (typically the higher the number the better), total enemies killed, and
secrets uncovered. As
Raiko gains levels, his attack and manueverability will improve,
making it easier to jump, dash and stay afloat.
The level gaining
in the game is as far as the "role play" elements go. Using his experience,
Raiko can unlock and purchase new and widely varying weapons, magic
and accessories. The
variety of weapons nearly make the game. Many can be bought from the
shop between levels while the cooler ones have to be discovered in
certain levels. They
vary wildly from traditional samurai swords, to kamas, to javelins,
to hammers, to broadswords.
Each weapon can only sustain so much damage before it's
required to repair them. None ever break though... the
meter seems to be stuck in to simply prevent a player from spending
too much time wailing on the interactive environment.
Magic is simplistic and
is based on four elements, running three levels deep: fire, ice,
lightning, and a generic spirit element. Each spell affects weapons
in different ways: spirit sends lasers at a locked on opponent,
lightning hits surrounding enemies, fire throws fireballs, and ice
hits nearby enemies.
Figuring out how effective certain spells are is simply a
trial and error process.
Accessories consist
of different items, bracelets, medallions and the like, that
strengthen attack or defense.
They're fairly abitrary, and while there are a lot of them,
they don't play much of a role in the game.
The game's graphics
and art design are among the best ever seen in a console game from
this generation, let alone on the Xbox. Enemies and environments are
beautifully crafted and sport a woodblock painting vibe. Raiko himself is a site to
behold. His gold armor
and slim physique speak volumes, and his animation is
superlative without being utterly obnoxious. His keyframed animation
never conflicts with the environment, enemies, or movement in closed
spaces (like they do in other games like Mark of Kri or Shinobi...).
Heat wave effects,
falling cherry blosoms, and the kicked up smoke of crumbling
buildings or exploding wooden beams are fantastic without the
slightest bit of slow down.
Replay value is
potentially high thanks to the ability to revisit levels (either the
way you left them or fresh and clean), the numerous weapons to
unlock, and a "2nd Play" mode that becomes available at the end of
the game which bumps up the difficulty while throwing in more
weapons and secret items.
The game is
lengthy, consisting of some 29 levels that, altogether, can take
around 15-20 hours to complete. While many of the levels are
fantastic, Otogi does tend to drag about two thirds of the way
through, as environments get recycled and less inspired pallete
swapped foes occasionally show up. Still, the pacing of the
levels is fresh and upbeat enough that they never feel too
long, unlike the more western-flavored Xbox offerings, mainly
New Legends and Enclave.
Otogi is highly
recommended. The
language barrier doesn't get in the way of the gameplay, as all the
options are in English and the game's faery tale plot is fairly
straightforward and easy to follow thanks to the snappy
cutscenes. The graphics are amazing, and the gameplay is very
easy to get into. From
Software has put together another phenomenal title that easily
stands as one of the best Xbox games of the year. Now if only it would sell in
its own region and get published here...
Xbox's Japanese lineup was arguably the best games
never to sell. Dead or Alive 3, Project Gotham, Jet Set Radio
Future, Gun Valkyrie, and the oddly compelling Nezmix and Metal
Dungeon all sold next to nothing as people continued to snatch up
cheap Dreamcasts and expensive, but more popular PS2s.
Xbox sales figures showed just that. DOA3 sold 30,000
copies, nearly a one-to-one ratio with Xboxes, and Gun
Valkyrie scraped together 12,000 sales before being discontinued by
Sega.
What's odd is, the 6th largest selling
Xbox game to date is Shikigami no Shiro, a straightforward shooter
and a straight port of a Taito G-Net arcade game. Shikigami
lets you select one of six different characters, each attempting to
fend off demon hordes attacking Tokyo in the year 2006.
The cast is your typical motely crue of shooter characters,
without the Psikyo-style of unintentional silliness (well, sort
of). Koutaro Kuga is a twelve year old boy protected by a
strange ghost woman named Zasae-san. Sayo Yuuki is a plucky
priestess who throws talismans (those obligatory Japanese
prayers written on slips of paper) on demon's heads. Gennojo
Hayuga is a cigarette smoking Trigun-esque badass that turns into a
wolfman. Fumiko O.V. is a pink haired witch who targets foes,
and Kin De Jon weilds a guitar case that doubles as a duel-bladed
sword.
Gameplay is pretty simple. You
blast through three-tiered levels, battling hordes of no-A.I.
cannon fodder and mini-bosses before battling a major boss.
You have a regular shot button, and bomb, and a charge shot.
Holding down the standard fire button allows you to create a charged
shot that will be different for each character. Some lock onto
bosses, others attack everything onscreen,
and still others are close range attacks. Koutaro's,
for instance, consists of Zasae-san frantically attacking any and
all who come close to him. Kim De Jon's has a dual plasma
lance jump out of his case which is rotatable by spinning the analog
stick (or pulling rotation moves on the joypad). Enemies leave
behind coins, like in Giga Wing. Hitting enemies with just
bullets will let you collect some of the coins, but using the charge
attacks gurantees you all of them. Gaining so many coins
boosts both your charge and bullet attacks.
There are only five levels, each
incredibly short and increasingly hellish, with many a foe and
bullet coming at you. Bosses are designed as characters
in the storyline. Miyoko Aku, the first level's, is a possesed
girl. Fujishima Shu is a WWII era officer obviously disgusted
by modern-day Japan. The most interesting boss is in level
three... Hiroshi Aku is a salaryman who witnessed the demons
rape his wife before killing him, so he takes his vengeance out on
everyone. The last boss is comparatively lackluster: its a
naked girl named Shojo that evolves into an oddly sexual mutant
spider. Woo-hoo. Giving
the characters, particularly the bosses, some sort of back
story is a nice touch, though it would've been nice if there were
more approaches to beating each boss rather than just blowing them
up.
The game sports a two player mode
and a gallery mode but little else. It takes a total
of twenty minutes or so to complete in two player
mode and maybe another fifteen minutes more with one
player. The only real reason to play through it more than once
is to play as each of the characters, which admittedly all vary
greatly, but outside of that the game DOESN'T have a whole lot
to offer. That said, Shikigami IS a worthwhile title mostly
for its style: the game comes with a small art pamphlet tucked
behind its gorgeous full colored manual, containing a variety
of character sketches. The bosses and selectable characters
are fairly appealing, unlike Psikyo's goofball nuns and space
pirates, and the game does sport a slick old-school style.
Shrek reminds me a lot of Super Mario 64,
except it doesn't star Mario, and it's not really super,
either. It does look like it was designed for the Nintendo 64,
though. Anyways, Shrek was designed with assistance from Spawn
creator Todd McFarlane, which is a good indication of its quality
even before you open the box.
But let's say you ignore the Todd
McFarlane warning and play the game anyway. What you'll get is
a 3D platformer heavily inspired by Super Mario 64... except the
mission based gameplay that worked reasonably well in SM64 is
frustrating and repetitive in Shrek. There are several reasons
for this, and the first is that some of the "good deeds" you'll
attempt in each stage are timed... you'll switch the scene to
midnight by literally punching a clock, then search for enemies to
beat up, or items to collect, or cows to fart on (yes, really)
before the sun comes up about a minute later. The only problem
is, it's a lot tougher to find what you're looking far in the inky
blackness of night, and by the time Shrek has finally discovered the
last soldier he needs to clobber, the roosters will be crowing and
you'll have to repeat the whole process from the beginning.
Another annoyance is that some enemies will do whatever they can to
obstruct your missions, like stealing the sheep you've placed in a
pen for Bo Peep while searching for the last lamb in the flock, or
guarding a half dozen diapered eggs that need to be returned to
Mother Goose. It's frustrating to have your hard work
unraveled, and it's not much better to have an indestructable enemy
stuck to your backside, taking swats at you until you finally
collapse just short of finishing a mission. Sure, you
can defend yourself by farting and belching and all that other
fun stuff Shrek is known for, but this only stuns your opponents
briefly... after the air clears, they'll come back
and keep pestering you until you stop and give them
another blast of not-so-fresh air. It'd be a lot more fun to
just concentrate on the current task rather than having to turn
around and deal with a persistent bad guy every ten seconds.
Worse yet, attacking the more friendly characters will convince them
to start pursuing you as well. After a while you'll start to
wonder if you've got anyone on your side!
As I mentioned before, the graphics don't
exactly reflect the XBox's abilities. I guess the
designers wanted to add a cynical touch to the game's
classic fairy tale settings, but making everything green, brown, and
blurry doesn't help the game's appeal. The levels are plainly
designed in comparison to Super Mario 64 as well... you get some
hills, ponds, and house rooftops, but nothing that offers the
player a legitimate challenge or entices them to find hidden
areas. This makes the game as a whole feel kind of aimless...
you'll spend a lot of time running around, trying to dodge
bothersome enemies while figuring out which good deeds you should
perform next (hint: the first should be to turn the sound down so
nobody else in the house has to listen to the obnoxious
music).
There were plenty of good reasons to
bring Shrek to the XBox... just think about it. Shrek is big,
green, ugly, and smelly. The XBox is big, ugly, has a green
gem on the top, and a lot of gamers think it stinks. We're
talking about a match made in heaven here! Unfortunately,
TDK's attempt to turn Shrek into the system's spokesogre didn't pan
out, mostly because he refused to share center stage with
it. Floating onions and silly medievel characters
obviously were more important to the developers than demonstrating
the XBox's abilities, reducing Shrek to another cliche'd 3D
platformer riding on the all but forgotten success of Super Mario
64.
PS2:
Your view of this game will depend almost
entirely on your opinion of The Simpsons. Yes, there are
actually a few people who don't like the show and never have.
To those folks, The Simpsons: Road Rage is going to seem like a
desperate clone of Crazy Taxi with the characters from an
inexplicably popular television show stapled to it. However,
the many, many Simpsons fans out there will probably consider
Road Rage one of the best and certainly the most faithful game
based on their favorite sitcom.
I'm not even going to bother recommending
this to anyone who doesn't like The Simpsons. If you guys
already have Crazy Taxi, you're not missing a thing. Road
Rage's cars look and feel like remote controlled toys thanks to
the primitive graphics and a new control scheme which lacks Crazy
Taxi's realism and impact. Furthermore, even though the game
has more characters, more levels, and more voice than the game that
inspired it, none of these things will be relevant to you. I
dare say that you'll consider this a painful experience, with the
Simpsons characters only salting the wound.
However... however. If you enjoy
The Simpsons, or in my case, used to enjoy it, you'll think of Road
Rage as the first episode you can actually play. The first few
Simpsons games concentrated primarily on Bart and his "hilarious"
catchphrases ("Here's one you better learn for your adult years...
'Hey, buddy? Got a QUARTER?!?'"), but Road Rage is much more
diverse, giving most of the show's cast a chance to speak up.
Some of their quotes are right out of the show, but others were
recorded specifically for Road Rage, which means you'll hear
conversations between friends and family members. There's even
an introduction that accurately captures the humor of the
show... after Hans Moleman is poisoned by one of Mr. Burns' atomic
buses, he begs to be killed... and Marge helpfully offers, "That
poor man. Someone SHOULD kill him!"
What's really surprising about Road Rage
is that there are a lot of characters, and a lot of locations...
significantly more than Crazy Taxi or even Crazy Taxi 2. Sure,
it gives the game more variety, but more importantly, you get to
listen to more Simpsons stars and fully explore the town of
Springfield. It's just some kind of crazy rush to actually
drive past all the places you remember from the show, even if they
aren't always in the right places (c'mon, guys, everyone knows the
world's largest toilet was set in a flat field, not a
forest!). Listening to all of the characters' comments is
great, too... they can get repetitive, but fortunately, the game
tends to surprise you with a new quote every once in a while.
The only way they could make the Road Rage experience any
better is to offer a celebrity edition featuring the voices of Jon
Lovitz, "Oh no!" Bette Midler, and a cast of dozens. The
possibilities would be endless... and best of all, it would give
players the chance to run over Alec Baldwin!
Repeatedly.
Well, Simpsons fans, you've been waiting
almost a decade for a truly good Simpsons video game, and at last,
your ship has come in. It's not just any ship, either... it's
Knight Boat, the crime-solving
boat! |
|
MICROSOFT XBOX
CPU |
32-bit Intel
x86 |
MHz |
733MHz |
RAM |
64MB |
Media |
DVD-ROM |
Sound |
64-channel
MCXP |
Gfx |
custom NV2
ASIC |
Res |
1920x1080
(1080i) |
Color |
32-bit
color |
Sprite |
N/A |
Polys |
29
mill/sec |
Capcom vs. SNK 2
EO Crimson Skies Dead or Alive
3 Psychonauts Oddworld: Stranger's Wrath
50 Cent:
Bulletproof Fuzion Frenzy Kakuto
Chojin Shrek Stake: Fortune Fighters
| |