|
In its evolving forms, Metropolis Street Racer has remained a stubborn, enigmatic
and focused series of driving games. When Bizarre Creations unveiled a belated
MSR for Dreamcast it was sheer identity and innovation that saved it from a near-catastrophic
series of bugs and glitches. Reassuringly, the acquisition (and arguable salvation)
of the series by Microsoft led not only to a high profile sequel, but a sequel
every bit as headstrong and individual as the first. Project Gotham Racing marked
a gradual refinement of its own personal discipline, Kudos – a blend of
arcade and technical street racing which now, as the series’ third instalment
screeches round the corner, continues to separate gamers into vocal camps of fans
and detractors.
PGR2 is a steadfast proponent of its own set of rules – no amount of
pundit controversy or market wariness can shake its resolve. It alienates certain
gaming fraternities such as those who prioritse the sensation of breakneck speed
and those who see 60fps as a prerequisite of the modern genre. Luckily, like
any warrior of integrity, each demonstration of this series’ confidence
and character seems stronger and brighter, bringing more gamers round to the
MSR ethos.
Visually, PGR2’s quality is a no-brainer – it’s astounding.
Barring literally a couple of fleeting frame rate and geometry issues, the game
is near-as-dammit flawless; all the more impressive considering what it sets
out to achieve. Locked at 30fps, the game may have arbitrarily vanquished a
fraction of its potential audience, but it also avoids the spectre of becoming
an NFS-style framerate disaster. Where the series has previously visited a combined
total of four eclectic cities, this instalment alone features a meticulously
realised eleven. Properly fleshed out (‘box buildings’ begone),
the streets, alleys and flyovers of newcomers such as Barcelona, Hong Kong and
Florence are evocative at least, mesmerising at best. Despite being surrounded
by this non-stop cosmopolitan beauty, PGR’s garage of over 100 cars
still steal the limelight. Pushing the polygonal envelope dangerously close
to photo-realism, each licensed vehicle is a pristine model of its real-life
counterpart. Such is the level of manufacturer support that, when you invariably
plough your factory-perfect Ferrari Enzo into a wall, you’ll be lucky
to escape with lights, wing mirrors and bodywork intact. Yes – damage
modelling – just in case the real-time reflections (on cars and scenery),
sun-flares, wildlife and road-side decals leave you wanting.
Everything purrs like the real deal (one assumes) – it sounds like you’re
in command of an individual high-performance vehicle and not an enraged wasp’s
nest. Backed by a lovingly selected jukebox of tunes from dozens of freshly
discovered acts, this is an effective shot of morphine into the ‘EA Trax’
infested arm of racing game soundtracks. Especially noteworthy is the automatic
(and optional) splicing of radio station bridges into your custom soundtrack;
again, our expectations find themselves raised.
More than any visual or aural success, the above represents the area in which
PGR2 stands a full foot above the pack – its feature list is a master
class for the attention of both gamers and developers. Whereas once it was cursed
for snubbing widescreen TV owners and indulging in trivialities, the series
has matured and finally come of age. Both novel and vital features spill out
from every corner of this game, empathically leaving you to decide if they’re
active or not.
Mechanically, as a new-generation racing game, PGR2 meets a new set of optimum
criteria that are only beginning to emerge. The game plays accordingly: well
in solo play, very well in multi-player, magnificently online. The Kudos system,
anarchic and exciting in MSR, is a more refined creature in its third iteration.
Bizarre chose to ditch the notion of a points-based progression ladder because
it so nearly (many would say ‘actually’) torpedoed MSR into ultimate
failure. Though the bugs could have been ironed out (panel-beaten out, more
like), a more straightforward system of successive challenges has been carried
over from PGR1. Kudos points are far from redundant, however, as they now provide
the bulk of your garage-filling spending power. While the specific means by
which Kudos is attained remain very similar to the last game, the improvement
of the Kudos (now Cone) Challenge stages and a more judicious focus on track
layout ensure the continued vitality of the idea. Also noteworthy is the addition
of the Nurbergring to the track line-up, a decisive step into new territory
which is entirely typical of the series and its attitude.
Though eclipsed by the likes of Gran Turismo in terms of sheer quantity, the
range of vehicles in PGR2 nonetheless demonstrates virtuosity. Each car class
is given ample attention throughout solo play, though the arguable lack of tempered
variety within these classes sometimes feels disappointing. This, however, can
be levelled at most well-populated racers and it may simply be the clear-cut
categorization of cars here that draws undue attention. All in all, the racing
dynamic is properly attuned to the brief MSR established on day one –
‘it’s not how fast you drive, but how you drive fast’. The
fans know what to expect and they receive it in a smoother, more luxurious package
that proves difficult to over-praise.
Difficult … but not impossible. MSR as a series has always featured characteristically
‘heavier’ handling; a primary sore point, some will find this handling
at 30fps to be either unresponsive or simply uninteresting. For all the debate,
few would deny that a constant 60fps would have been the ideal. A compromise
has unquestionably been made and its effect on gamers is a matter of tolerance
rather than preference. Elsewhere, the emphasis on self-improvement and technical
perfection in PGR has, in some circles, earned it the reputation of a game bereft
of soul. Admittedly, in most races the action is so closely knit that there
is little room for individual cars and drivers to stand out. Frankly unavoidable,
this caveat gives an impression of how the games all-or-nothing nature will
quite efficiently throw you into one camp or the other.
Outside of the vehicle, however, PGR2 happily manages to unveil fresh moments
of genius. The first is a soon-to-be classic Easter egg game called ‘Geometry
Wars’. Initially a simple test of the games particle effects engine, this
now fleshed-out blend of Robotron and Asteroids is quite simply brilliant. Vibrant,
addictive and thoroughly nostalgic, you can expect to be hearing much more of
this little bonus in the months to come. The game’s crowning glory, however,
is one which emerges triumphantly after the more immediate qualities have settled
– meet the new flagship of Xbox Live. Online support in PGR2 is more than
a feature, function or add-on; it’s an embellishment of the games very
core. Ghost cars, times and tables from players worldwide are so impressively
integrated that the eight-player online racing comes seemingly as standard.
As for downloadable content, just visit the Live annex of the gorgeous first-person
showroom and count the reserved spaces – there is definitely much more
on the horizon before PGR3 appears.
So in a genre where fresh-faced audacity and sheer nerve so frequently fall
beneath market demands, it’s the determined offspring of Metropolis Street
Racer that provides the latest barrage of fireworks. Still a party with doors
unflinchingly closed to its opponents, PGR2 stands as a genuine, professional
arcade racing event for its followers.
|