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METROPOLIS STREET RACER (DC)
Screenshots
Street racing gets the Euro treatment
By WILLIAM BARKER
Metropolis
Street Racer was announced as a launch title in 1999, but got delayed.
Again, and again,
and again.
It was to be one
of Sega of Europe's premier titles and thus, it allowed the development
crew - Bizzare Creations - a much extended deadline. But this is the way
of things - to stop nature in its path for the sake of meeting the end
of the fiscal year or a pre-annual sales report is just nonsense. Sure,
there was delay after delay, but in the end, the wait was worth it. Oh
yes - now who's your Sugar Daddy!?
MSR is all about smooth racing lines, accurate power slides and effective
use of power. To quote the game's catch-cry, "It's not about how fast
you drive, it's about how you drive fast." This motto embodies what Bizarre
wanted to do with its racer and take the genre to a new level. The spooky
part? They succeeded.
Essentially, the game is based on what is called the Kudos system. This
is your currency, if you will. You get Kudos for doing well in a race.
Nevertheless, with the good comes the bad, so if you hit another car,
or a wall - or anything for that matter - you will be penalised and will
lose Kudos.
You can win Joker cards too, and these will double your earnings if you
win - but will take away double the amount if you lose. With such a system
you need to accumulate plenty of Kudos to pass chapters, of which there
are about 25. Each chapter contains 10 races and if you do the maths,
you know that this equates to more than 200 tracks. The word 'impressive'
doesn't quite cut it here.
In each chapter, there are a few traditional races against a full pack
of AI drivers. To add a bit of zing to the package, the game doesn't just
reward players for crossing the finish line in first place. Some 'drives'
involve setting a hot lap, racing at breakneck speed through slow-moving
traffic and even attaining an average top-speed across five laps.
This variety, combined with the kind of difficult driving such a game
requires for progression, equates to a long-lasting and enjoyable experience.
For the game to work, given such an ambitious and radical direction, the
physics engine and gameplay must be spot-on. Well, thank Sega for giving
Bizarre Creations all the time it needed, because this game is baad.
Granted, you won't be able to pick up the controller and pass the training
chapter right off the bat, but patience is a virtue - except when sitting
in city traffic - grrr. Just like a good bottle of wine, your skills will
mature with time, too. The fact that any errors, any collisions, will
result in negative Kudos is incentive enough to not drive like my sister.
The courses are split up within three locations, with literally hundreds
of smaller districts and tracks. Tokyo, San Francisco and London make
up the locales and to call them authentic would be a felony. Bizarre went
to tremendous lengths to get the look it wanted for MSR.
For instance, it used 32,000 photographs and 40 hours of video footage
from the three cities in question to help recreate their respective digital
versions. The end result is one helluva gorgeous game, running at 30fps
with NO draw-in whatsoever.
Add to this one of the most surprising aural presences in any game, and
you have yourself a best-seller. Each city has a number of local radio
stations, with music from the R&B, trance, rock, country and even jazz
genres - you'll even hear local DJs ranting on about some such inane dross.
It combines with other aspects of the title to provide gamers with a most
absorbing experience. MSR is one of the most exquisitely presented products
ever, with both oodles of quality and quantity.
The cars, of which there are about 40, look very nice. They appear sharp
and very clear with texture-maps used to great effect. But don't think
they're light on details as you'll be able to see exactly what car you're
driving by the badges on the rear. There are vehicles from manufacturers
such as Fiat, Toyota, Opel (aka Holden, Vauxhall), MG and Alfa Romeo.
It's good to see more Euro cars, as the Japanese models are featured in
almost every racing game out there.
Having spent an eternity in development limbo, the Dreamcast racer of
choice has arrived. It is probably the most difficult racer ever conceived,
yet one of the most rewarding at the same time. Even Bizarre Creation's
website has a link to a console-based edition of its website, ensuring
the oft-neglected console community a better journey through cyberspace.
Don't miss this game - it's sublime.
ORIGINALITY 90%
SOUND/GRAPHICS 90%
PLAYABILITY 85%
ADDICTION 95%
ENJOYMENT 95%
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