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Downhill Domination is a mountain biking game. Wait. Let’s stop here for
a minute and take a look at the title there. “Downhill Domination”,
note the crude use of alliteration and the complete absence of a “celebrity”
endorsement. Something smells a bit fishy.
Frankly the developers could have used the title “Dale Winton's Downhill
Domination” and no-one would have cared, because mountain biking isn’t
cool anymore, plain and simple. To be fair, it’s not the fault of the
mountain biking fraternity, it’s just kind of hard to make skin tight
lycra look cool, despite the best efforts of The Darkness. Taking this onboard,
the developers have thrown out any thoughts of a semi-realistic mountain biking
game and plumed for the arcade approach instead, designing a game arguably similar
to SSX tricky or to the more arcade aware, Rolling eX.tre.me, the Gaelco/Midway
street luge coin-op. In essence, the player races down a course littered with
an assortment of obstacles, be it animal, vegetable, or mineral, competing against
other riders to get to the bottom first. Add powerups, a reasonable trick system
and combat to the mix, ‘et voila!’
The results are undeniably fun, and the graphics engine does an excellent job
of conveying both a sense of speed and altitude. Thankfully the PS2 has plenty
of power in reserve, to add some attractive particle effects, smoke, and a whole
host of scripted events, such as lightning strikes, rock falls and express trains.
The overall package is a deliciously solid environment, which makes for some
eye watering wipe-outs when it all goes a bit pear-shaped.
The courses themselves are split into 3 categories, FR, TD and MX. FR and TD
courses are pretty similar, the main difference being that the TD or technical
downhill levels are generally much narrower and tighter and contain lots of
obstacles to negotiate. It’s on these tracks that the combat system really
comes into play as the riders are funneled together through some very tight
sections. The MX tracks are generally much shorter and are more like a Supercross
track in design, with regularly spaced ramps and jumps to provide a true test
of jumping skill. Jumps which are landed correctly on the down ramps cause a
momentary but vital speed boost. Generally the courses are excellently designed,
with plenty of shortcuts, ramps and powerups to play around with. However, there
are brief moments when course design falters. Mostly these are the larger ramps,
where it’s impossible to see what lies beneath. A leap of faith is required,
usually followed by a long drop down a ravine or a smashed skull against a tree.
Only after repeated play does the hidden topography become second nature.
For the first few hours the game holds its own, but once the arcade mode has
been rinsed and the player is settling into the career mode, the games shortcomings
become ever more apparent. First to the stand for cross examination is the trick
system. Gamers with an extra digit and a customised dual shock controller will
be right at home here. The rest of us will have to make do with the standard
anatomical setup. Tricks are executed by using any combination of the 4 shoulder
buttons and triangle, building bigger and better tricks with each successive
combination. This in itself is all well and good. However, due to the sheer
number of buttons required to control the game, the button for bunny hop, has
to share one of the shoulder buttons. This means that to execute a trick correctly
the player has to perform an incredibly complicated series of actions using
six digits - the left thumbstick is used to modify the type of bunny hop and
orientate the bike whilst airborne. Some might argue that this provides depth
to the trick system and to a degree it does; on the other hand, the risks involved
with attempting these complex manoeuvers far outweigh any benefits or rewards.
The payoff for landing a trick successfully is a boost to the rider's stamina
bar. It’s imperative to keep this topped up to maintain maximum speed
and any simple trick will add enough stamina to tide the player over until one
of the numerous stamina powerups can be collected. Nearly every trick, regardless
of complexity, charges the gauge a little, so the best tactic is to use safer
more frequent tricks, rather than go for big and flashy. At the end of each
race a series of cash bonuses are awarded for finishing place, combat, tricks
and how much of the more perilous ‘black diamond’ route was attempted.
Additionally, the game awards a number of race credits, based on finishing position.
Twelve points are required to continue to the next level, but the system is
cumulative.
Perhaps this is the games biggest flaw of all, the game doesn’t let you
lose. Progress is never hindered, simply keep playing the same courses over
and over until twelve race credits have been earned to reach the next course
and repeat. It becomes all very tedious, especially when the bulk of the courses
can be experienced within a few hours of play. It’s quite clear that the
developers recognised this problem, but failed to figure out how to address
it effectively. Instead of building in more varied play modes and proper championships,
they opted to throw every conceivable unlockable extra at the game, hoping to
create enough of a smokescreen to bamboozle the player into submission. And
bamboozle is the right word here, because this has to have the most unstructured
and random approach to hidden extras of most any game. The game throws out these
extras in 3 different ways. Some are simply unlocked through progress, some
are activated by a code, which is spat out when a career has been completed
and yet more have to be purchased from the drip feed of money earned from racing.
The result is a game that in spite its solid design and adherence to the extreme
sports game blueprint, just seems a bit too formulaic. What’s missing
is that intangible ingredient, which keeps the player coming back for more.
The game tries to tempt the player with a myriad of unlockable extras, including
plenty of special options to buy in the shop, but there’s little structure
to this and the drip feed of toys isn’t enough on its own. Simply put
the game is too repetitive. Perhaps an endorsement from Dale Winton would have
injected a bit of sparkle after all.
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