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CARMAGEDDON: TDR 2000
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Carnage, mayhem - all in a day's work
By WILLIAM BARKER
When Carmageddon was released
it was greeted with mixed feelings. A violence-hungry game crowd lapped
up the exaggerated blood and gore and, combining go-anywhere environs
and crazy demolition-style races, it was no wonder.
On the other hand, an entirely different demographic of gamers spurned
the arcade horror and semi-realistic physics engine on offer. Too bad
for them…
The second in the series was essentially more of the same. Sadly, the
game chugged as slowly as a politician reaching for his own wallet. It
was disgraceful.
The franchise is now in its third term with the release of Carmageddon:
TDR 2000 (TDR). It's easily the best title in the series with cornea-burning
visuals and fast-paced gameplay. But it's not without flaw.
The game, as mentioned in our preview, was developed by local Melbourne-based
Torus. TDR is an amusing game. Now I don't want to get overly patriotic,
but it's good to see the Aussies 'shaking it' at a global level.
So intercontinental, in fact, that Torus created three versions of the
game. There's the blood version, for hardcore countries like USA and Australia.
Then there's the green-blooded zombie version for the majority of Europe.
Lastly, for the Germans or Swiss or something, there's the aliens version
- no humanoids present. Cool huh?
The story follows a possible future reality where society's elite rule.
Gangs and their evil rock music have overrun traditional cities and the
rich live in these perfect 'Subates' above the squalid, decaying ruins
of the old world. Well, the freaks fought back and managed to take over
one of the Subates and, as a result, the upper echelons of society decided
to rain fiery death from the heavens in a show of violent force.
What resulted didn't exactly go to plan. Sure, they killed millions with
the tactical nukes but many survived and were horribly mutated, Toxic
Avenger-style. As a last resort, the aristocratic elitists built huge
walls around the freakazoid infested cities.
You're mission? Escape. Sticking to the traditions of the series, the
majority of TDR is based on racing tracks. These involve up to seven other
racers who are all attempting to finish - alive. There is also a proponent
of AI controlled traffic to deal with, giving the game a bizarro Midtown
Madness feel.
You can finish races
in three ways - complete the laps in the allotted time, destroy all your
opponents and eradicate every single pedestrian from the map.
To mix things up a bit, there are also objective-based stages interspersed
within the racey bits. Sometimes these stages can be a pain in the ass
with the stringent time limits and such, but some reveal cool shortcuts
and they are a good distraction from the racing.
For example, one level sees you blowing up a gangster boss's HQ with copious
amounts of gelignite. Once you've accomplished this menial task you must
stop his absconding lackeys by creating a makeshift roadblock thus cutting
off their escape route.
The physics engine used in TDR is sensational. Everything behaves in a
most realistic manner and though the setting isn't ultra-realistic, most
outcomes are predictable. For example, if you're driving around a loop-de-loop
and veer off to the left when traveling up, chances are you corkscrew
through the air and smash into the ground, causing immense damage to your
car. The numerous power-ups found within the environments can change gravity,
give you after-burners (very cool) and even give you weapons with which
to cause even more destruction.
Tousling with other cars, running over peds and driving in general all
feel spot-on. To tell the truth, I haven't had this much fun with a driving
game. I spent hours messing around in the stunt course on the first level
- I get shivers just thinking about it.
The damage modelling is brilliant with some impressive effects. The bonnet,
doors and boot will swing open if stressed and bumpers will get dragged
along as they become half unpinned.
Visually this game lacks a little, but this problem really only stems
from some dodgy looking peds - they look like stick figures.
On the up-side this
game has a draw-in range rivalled only by the monstrous Delta Force 2.
On my Athlon 650 with a Voodoo3-2000, I had the draw-in set about halfway
in the options screen and I could still see about three-quarters of the
stage. Vehicle design is terrific - Torus has included some real doozies
such as The Wheel and there's even replicas of such Aussie classics as
the Ford Falcon GT and Holden Torana. Though none are licensed, you can
pick them at 50 paces, such is the detail.
The levels are not
lacking in size and will literally take you weeks to find all the cool
shortcuts, cleverly placed ramps and interactive doodads. There's nothing
like dropping a cargo container from a cliff to see it crush half-a-dozen
beach goers below. Chortle.
Multiplayer is pretty good, but most will be hooked by the impressive
single-player missions. Games can be hosted over the 'Net and also via
a local area network.
There is plenty
of humour in TDR, which helps to liven up the slaughter. Sure, parents
will complain and the tabloids will whinge about violence in games - but
at the end of the day this game is fun. Even if they took the blood and
guts out, gamers would still have a rollicking good time. Kudos goes to
Torus.
ORIGINALITY 80%
SOUND/GRAPHICS 85%
PLAYABILITY 90%
ADDICTION 90%
ENJOYMENT 95%
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