![]() ![]() That's no fun when it happens, but this is a nice touch of realism. It's entirely possible to go right off the track, usually with unpleasant consequences - you'll either bail, or be reset back to the point on the track where you left. That's one of the new elements to ATV's track design that I quite like: there is no invisible wall at the side of the track. Overshoot your target landing and you can wind up stuck between jumps with no speed, bouncing off the top of jumps with a nasty jolt, or thrown over the edge of a corner. Jumping too far can throw off the rhythm of your progression through the jumps, too. You can get an awful lot of air, thanks to the slightly floaty gravity physics - when you're in the air, your tires are of necessity not contacting the ground, and thus not driving you forward. This sounds like a wonderful thing, and it is some of the time, until you study the lay of the more difficult tracks and realize that some of the time you don't actually want to jump that high. There's a little meter to the left of your speedometer - hold back on the analog stick while you head up a jump, and when it fills you can flick the stick forward as you take off and grab a varying amount of extra air. The same goes for negotiating the rhythm sections, where the suspension preload control comes into play. Swinging to the inside is good for cutting off leaders, but you can lose some speed if you turn too sharp, so there's a balance to be found in your cornering strategy. The tracks are usually pretty wide, enough for three or four riders abreast most of the time, so you can pick a lot of different lines, and use positioning to your advantage some of the time. This makes negotiating the bumps and turns a lot more interesting than it has been in PlayStation motocross games, because you have to pay a lot more attention to maintaining your speed, choosing a line, and picking the right rhythm through the jumps. ATV's tracks are rendered in considerable detail, both visually and as collision detection is concerned - there's a lot of smooth, realistic nuance to how your vehicle interacts with the ground. The control, physics, and some very thoughtful track design combine to create a surprisingly deep racing game. The standard motocross controls are there - analog steering, basic acceleration and braking - but they're joined by some extra arcade-ish touches, which are in turn balanced by a very detailed physics model. A thinking man's motocross game - who would have thought? Gameplay For a simulation of such a loud, brash, over-the-top sport (or at any rate, that's how Sony's deciding to market it in this context), Offroad Fury has a relaxed feel and a pretty subtly-designed control scheme. Someone has finally developed a strong physics model for a game like this that also happens to be fun to play, and they've put effort into the kind of track design that makes you learn how to ride properly, rather than just blazing through the courses in an arcade-spawned hammer-down frenzy. The apple hasn't fallen very far from the tree, which is a lucky thing for us, because like MCM Offroad Fury is in fact quite good. ATV Offroad Fury, in any event, descends from an entirely different pedigree - it was created by Rainbow Studios, developers of Motocross Madness for the PC. We will at this juncture quietly pass over the minor, but unpleasant legacy of such games as Quad Power Racing. ![]() I thought $10 was too much since I've played demo games that were more developed than this.Luckily, since this is actually an ATV game, I can handily put aside the quandary over how a motocross game can be good. The bottom line is, if you want to get it, I would wait till you see it on sale for $5 at the most. I did find myself entertained by the game, despite the absolute lack of competition. The good thing about this game is that it's a nice pick-up-and-play game, like if you're waiting for someone or want to fit a quick game in your busy schedule. The whole game seems very rushed.no credits, no options, only two modes, one song throughout the game, no choice of ATV, and the maps are very, very similar. This was done with great ease it seemed like whenever I screwed up badly in the game, the AI would actually slow down to wait for you! I've played through the game at least three times and have NEVER gotten lower than 1st place! In order to advance in challenge mode you must get first place in each race. The two modes, single race and challenge, are all you're going to be getting, which include seven levels. I hate to be the only critic of this game, but this review I am writing is for people who have played many racing games and are looking for a challenging racer.įirst off, I beat the game in about 20 minutes. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |