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There’s a problem with Zero-G racing - its appeal is no longer as sure-fire
as it once was. Now that the good and bad of a ‘trendy’ games industry
have had time to settle, concept, presentation and soundtrack aren’t easy-money
ingredients anymore. Something substantially new is required, and though XGRA
is no cheap cash-in, it’s a shame the potential vitality of Acclaim’s
series is notably slowing to a halt.
Admittedly, the new Season mode provides more structure than in Extreme GIII.
Players now sign up to a single team and stick with them through a hierarchy
of championship series. Races now feature secondary objectives which include
destroying opposition and beating specific racers; the latter of these, considering
you’re ideally trying to win each race, is actually somewhat redundant.
In what quickly becomes an overall sticking point, XGRA only seems to deliver
half the package. The game serves up its Season and Time Trial modes, and there
the party prematurely ends. Likewise, weapons seem to have evolved sideways
– strategically stronger, they ultimately prove limited and arguably less
exciting than before.
In terms of presentation, the front-end is surprisingly dull, devoid of even
the previous game’s sense of style; the work of the Designer’s Republic
on the Wipeout series subconsciously undermining the entire affair. Races themselves
are a similarly mixed bag, though thankfully the biggest flaw – a very
unsteady frame rate - comes only as a result of unchecked ambition. Despite
a few duds, most of the game’s tracks feature varied, well-rendered and
often interactive environments. The inevitable light-trails and the profiles
of the bikes themselves won’t surprise, but they’re nonetheless
an attractive centrepiece. Post-race replays, however, remain strangely unconvincing.
The engines of XGRA still roar like those of a jet-powered motorbike should,
and no one can deny the solid production of sound in the game. Curses, however,
to whichever dev green-lighted the addition of mid-race banter between the games
various ‘characters’. Inevitably the repeated use of the same few
phrases doesn’t take long to grate, and doesn’t take much longer
to become quite bloody annoying. Interestingly, two separate soundtracks are
available – Rock and Dance. The latter of these is a love-or-loathe barrage
of licensed house tunes; the former … isn’t very good from any angle.
Importantly, the physics within races have been refined. Unfortunately, though,
it’s not enough. Extreme G-III thundered at such a pace that the game’s
handling became akin to that of a pinball table, with tracks becoming ill-conceived,
unforgiving chicanes. Things have certainly improved: power-slides are now entirely
possible thanks to generally heavier handling and the tracks themselves are
wider and slower, whilst still maintaining their often outrageous layouts. Despite
the gesture of configurable weight distributions, however, the bikes still feel
both twitchy and clumsy. Opponent AI is more tempered than before, but few gamers
will stay long enough to perfect their grasp of the games flawed mechanics.
Certainly enjoyable, XGRA misses enough bum-notes to justify at least a rental.
It’s the missed potential, however, that will haunt you after the game
is returned.
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