Project Gotham Racer REVIEW
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Metropolis Street Racer may have been announced early on in the
Dreamcast cycle, but by the time the game was released, the system was
on its last legs. Never mind the fact that this took place over the
course of under two years -- it was a shame on all parts. MSR had its
problems, but the fact that someone had taken the racing simulation
and tried to pull off something truly unique was to be applauded.
In a stroke of luck, not only was the developer Bizarre Creations recognized for their work, but they were given the opportunity to do their racer one better for the launch of a new console system. While Project Gotham isn't quite a sequel, it's certainly a revamp of the MSR formula, and a honing of the Kudos formula that made the game so unique. It's a new way to look at racing, and while it's going to be criticized for focusing on a different aspect of racing than most people are used to, that's also part of what makes this game a new experience worthwhile for anyone who calls themselves a racing fan. Gameplay Part of the reason the game is structured this way is because the game is about technique, not simple wins. So you can unlock cars by getting first place in a set of races, by beating a certain car in a one-on-one race, or by getting a certain total number of Kudos. Even in races, the Kudos are always the factor in winning, not simply a place number. At first, the Kudos bonus you get for getting in the top three is enough to have you win a race, but as you get further in the game, things will get tougher, and you'll have to actually place and get a minimum amount of Kudos to win. You can't just play sloppy and expect to get far in Gotham -- you're going to have to learn to play like a champ. Fortunately, the Kudos system is a lot easier to handle in Gotham. You can points by sustained slides (without hitting any walls), for getting on two wheels, for catching air, overtaking another car, and of course combos based on doing any of them in quick succession. In Arcade mode it's even tougher, because in order to hit the high scores needed to get gold in the races, you'll have to do all the above while keeping yourself going through sets of green pylons at a speed fast enough to keep the score from totaling. It's brutally tough, but so much fun that you'll put yourself through sweaty sessions on one race just to learn to read the track and get you and your car playing perfectly. Your competition is just as ruthless as the courses, and when you're in one on one races you'll spend most of the time peering through the rear view mirror, trying to block your opponent from passing you. Sometimes you can manipulate the AI to your advantage by simply slamming cars to slow you down and help you around corners, but they're smart enough to aggressively seek out gaps and pass you on straightaways. More often than not you'll be slamming your fist because a stupid cornering mistake you've made, not because you felt the AI's been unfair or overly stupid. I was a big fan of the heavier feel of the cars in MSR, and I instantly fell in love with the control in Gotham, particularly in the subtleties between the cars. Because you're doing so much turning, sliding, and braking, you'll find yourself intimately aware of the differences between an Audi TT Coupe and a Focus, just on how well they brake at certain speeds, or take tight turns. This is a game that should be judged on its control first and foremost, and in that regards this is a fantastic example of racing precision. Graphics It's a compliment to some of the game's finer points that when something stands out, it's mainly because it doesn't match with the some of the high points of the other details of the game. The road reflections show off what subtle bump mapping can really do, and the particle rain effects off the tires are realistic and entertaining to watch, but grass is a painted green slab, or when a set of buildings are almost flat square blocks, it draws you out of the experience. The saving grace here is that racing games are about cars, and you'll never, ever be disappointed with your ride when you're gliding through the city streets. You'd think that silly things like picking a license plate from any of the countries in the game, or choosing your own helmet would be fruity additions to a meaty game, but just wait. You'll get spoiled, and the next time you play a racer you'll be holding your breath until they let you put your name on a Tokyo plate. Because the detail is so visible on the Xbox, those details are recognizable on the cars, and really let you go geeky on the game. You'll know you're in trouble when you're sweating about how you can unlock the additional car colors and helmets in the game. Talking to yourself is only right around the corner. Sound Car sounds aren't quite as anal as Gran Turismo, but they're meaty, loud and authentic enough to have you grinning. They sound exactly like you want cars to sound, and in my opinion that's more important than having every car sound exactly like the real thing.
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Though I wish the environments were handled with more flair, the cars are beautiful, and the gameplay is polished and fun. If you can get over the tight corners and lower-speed racing involved, you'll be amazed by the depth of the game, not to mention the technique required to master it. Add to that the most in-depth music manager of any Xbox game yet, and an amazing pack-in soundtrack, and you've got yourself an awesome reason to buy an Xbox as a racing fanatic.