Extreme-G 2 |
Nintendo 64 |
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Review by Matt Paprocki |
Acclaim |
Racing |
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Graphics: 3 |
Sound: 8 |
Gameplay: 4 |
Overall: 4 |
Easily challenging Wipeout
and F-Zero for the best futuristic racing game, Extreme-G made a name
for itself by offering some of the wildest course designs anywhere. The roller coaster
styled landscapes enhanced an already superb sense of speed. That's what's missing in Extreme-G
2. While they offer up shortcuts, ramps, and a few massive drops, the courses here are unfortunately flat, at least comparatively. The garish, muddy graphics don't help. The best sections are tubes, warping the driver in circles as they enter. It's fun, though usually hampered by frame rate problems. Even with the problems, the controls are accurate. You may not be able to see where you're going, but you'll be able to turn into nowhere accurately. That makes this sequel one of those games where the graphics destroy the game. The bland colors blend together, making courses difficult to navigate effectively. The draw-in is too close, and with some of the extreme corners, reaction time is everything. When they pop-up in front of you, it's not possible. A great soundtrack blares in the background, suited to the tracks locale. It's an enjoyable compliment to the typical explosions and engine sounds, and makes this title a little more tolerable. The weapons system, now offering a laser shot equipped by default, keeps the racing competitive. Other more powerful blasts are equipped in the usual manner, picking up icons littered on the track. It's as typical feature a feature set on the tracks as it is off. All of this leaves the first sequel to Extreme-G behind the pack. The options available on the N64 are numerous in this sub-genre. You'll actually be better off with the original in this case. This disappointing sequel is a mess. |