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OutRun2 review
Nostalgia.

A bittersweet longing for things or situations of the past, is a malaise which is currently afflicting the gaming industry. Take a look at all the re-releases and remakes of age old games, the growth in the retro industry, the rebirth of ancient franchises. It could be said that the industry is finally recognising the fact that gaming can no longer be viewed as a ‘kid-orientated’ past-time; that there is now a major demographic of the customer base which is now in their 30-somethings, who have grown up with gaming for the past 20 years, who quite often yearn for the games of their youth, when every game seemed good and the future was golden.

A game which quite often gets the nostalgic juices flowing is OutRun. Released seventeen years ago, it revolutionised how gamers perceived racing games, pushing a realistic (for the time) handling model which forced the gamer to use their brakes correctly, adjusting their speed according to the severity of the turns, and the level of congestion on the traffic-strewn roads.

Sega-AM2 finally released a ‘true’ OutRun sequel to an expectant arcade scene in late 2003. Combining the ‘feel’ of the original game with a touch of modernisation, the game delighted fans of the original whilst also appealing to gamers who hadn’t sampled OutRun. A home release was instantly requested by gamers world wide, and Sega gave development duties to Sumo Digital, a UK based team who had previously worked for Gremlin Graphics and Infogrames.

Have Sumo managed to successfully replicate the arcade to the home console? The answer is a resounding "Yes".

OutRun2 can be deemed as arcade perfect as it is possible to be without spending thousands on the actual cabinet but, and this is a very big but, that’s where the first problem lies. Arcade games by their very nature are short-lived affairs, addictive as hell but designed to grab as much money from customers as quickly as possible. When these games are released to the home, they invariably fare badly in the long term, since flaws manifest themselves which aren’t apparent when spending credits for a few minutes play at a time. Quite possibly the main flaw, and one which Sega had previously cited as being the main reason that OutRun2 was originally doubtful for a home release, is longevity. OutRun2 arcade mode can, by a competent gamer with the modicum of skill and luck, be finished in a few hours.

It can be argued that longevity can’t be viewed as a flaw, since OutRun2 by its very nature is designed as an arcade game, where the ultimate goal isn’t to finish the game, but to hone your skills, improving lap times, and achieving higher scores. The counter to that argument is that not all gamers have the patience, the constitution or even the free time to replay the same routes over and over. The ‘old-school’ mentality that OutRun2 purveys is one which the majority of gamers have now moved past, hence the decline in the mainstream popularity of games which exude such sensibilities, for example shoot-em-ups, and the general decline in the arcade scene as a whole. The reader should look within themselves to see which demographic they fall into and choose their argument respectively.

Sega acknowledged that this problem would surface, and so Sumo were called upon to increase the longevity by introducing a Mission Mode. Using the Heart Attack mode which featured in the arcade version as a basis, Sumo expanded on the idea to create 101 missions, varying from maintaining high speeds, to dodging traffic, to ‘buzzing’ traffic, in fact every gameplay variable which could be included as a mission has been. Spread over twenty stages, the Mission Mode retains the quality of the arcade port whilst projecting its own essence over the entire package. Think of it, if you will, as a series of mini-games, a natural progression of an idea which Sega have been implementing for a few years since the launch of Sports Jam on the Dreamcast, then further built upon with Super Monkey Ball and F-Zero AX on the Gamecube.

The Mission Mode works at adding longevity to the game, but only to a certain level. Completists will strive towards attaining triple-A rankings in each of the 101 missions, the highest level attainable, whilst other gamers will be happy enough to pass the missions with the lowest possible grade, working through them all as quickly as possible, and then discarding them for all time. The reason that some gamers might rush through the Mission Mode is simply because completing Mission Mode is how you unlock secrets within the game. Each mission completed unlocks a data card, similar in concept to a Top Trumps card which many of the older demographic might also remember from their childhood. Finish all the missions within a certain stage and you will receive as your reward a secret or two, which could be a new vehicle, soundtrack, reversed route or bonus track. The bonus tracks are taken from two classic Sega racing games which have failed to reach a home release, and whilst both bonus tracks make a welcome arrival they are designed around different handling models and so ‘feel’ differently to the tracks designed specifically for OutRun2. The vehicles unlocked make your total complement twelve, which are divided into six different groupings. The differences between the groups is apparent in the handling, though within groups the changes are mainly cosmetic.

The handling model for OutRun2 is a simplistic affair, with little to compare to today’s efforts. In a move to attempt some form of modernisation Sega implemented a drift function which at first feels instinctive, but with consecutive play it soon becomes apparent that little skill is required to perform it successfully. Those wishing to delve deeper into the fabric of the handling model will find subtleties to the drifting which increase the enjoyment whilst upping the skill level, but the game can be played, and finished, with the basic entry-level skills on immediate display. The assistive support that the game forces onto the gamer, when drifting, makes it feel as though the game is running in auto-pilot, with the gamer in no fear of spinning out from the drift, losing control of the vehicle, or even over-steering to counter any effects. The sole operational aspect of the slide is to move the car ‘through’ the drift, dodging traffic and positioning the nose forward at the right time to exit it.

This doesn’t mean that the handling model is not fun, even at its most elemental. The simplistic nature adds to the addictive qualities which ooze throughout the game. The ease of the drifting, the technical skill required to successfully navigate each route, the forgiveness which the handling model gifts the gamer, all go some way into making a game which is great for those ‘quick goes’ which every gamer needs from time to time.

The very essence of OutRun2 is a strange one to convey. It tries hard to be a racing game, and yet for the majority of the time your sole opponent is the clock. When you eventually race AI opponents they tend to be merely a distraction, with your eventual goal being once again the clock, or to better your personal best. The challenge exhibited by the AI is another throwback to a previous generation, exhibiting none of the aggression, the passion or the downright cheekiness which AI opponents in rival racing games allude to. Far, far into the mission modes you will find the AI becoming more of a challenge, but instead of something you actually need to work hard to beat, it becomes more a hindrance to attaining that AAA rank that you are aiming for.

The time when an opponent actually challenges your skills is during Live play. With a maximum 8 human players possible, OutRun2 Live should be the saving grace of the game, introducing neck-and-neck races reminiscent of Sega’s finest arcade moments. It doesn’t quite manage to pull it off, with a lag laden experience even on moderately high speed internet connections. Opponent’s teleport magically around the track, over-taking somebody only to be forced to over-take them again and again due to shoddy net code is an annoyance. Combine this lag with track design which fails to promote highly competitive racing, plus the lack of a rear view mirror and traffic and what you get is a lack lustre affair which once again highlights the time trial essence at the very heart of OutRun2.

The visual impact of OutRun2 is something which will please all the fans of the original game. The tracks are based on the original versions, with a current generation lick of paint to brighten proceedings. The draw distance brings a visceral delight for the most part, never more so than on one particular stage where you are heading into highlands with pervading mist, clear the crest of the hill and you look down upon a winding road stretching for many miles, in glorious sunshine, instantly knowing that you will be travelling up to the next rise far, far in the distance. The frame-rate, during the Arcade Mode at least, is a solid 60 fps, the main blips occurring during the bonus stages where the frames seem to hiccup when navigating certain sections. This may be down to those tracks being designed around differing handling models, as already mentioned.

OutRun2 is very much a game where you will get out exactly what you put in. For those willing to spend the time to discover the subtleties of the handling model, lower their record times by milliseconds, attain Triple-A standard in all the mission modes, they will find a game which will satisfy their craving for a good arcade racer for quite some time. Other gamers though, will find the game to be enjoyable in the short term, if simplistic by today’s standards, but without the legs to last the test of time. It’s a game which promotes the ‘just a quick go’ attitude which all arcade games need, but in the home its been superseded by many games in both concept and execution.
Feedback via Forum or Email us ntsc-uk score 6/10
Outrun2 Box Art
System: Microsoft Xbox
Genre: Racing
Developer: Sumo
Publisher: Sega Europe
Players: 1-8
Version: European
Writer: John Beaulieu
Pros:
- OutRun for a new generation
- Addictive arcade gaming
- Delightful draw distance
Cons:
- Short-lived arcade mode
- Simplistic handling on initial inspection
- Retro gameplay mechanics will put off many people expecting a modern experience
Video Link: Outrun2 Video
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