Tokyo Xtreme Racer DRIFT 2 is almost the exact same game as its predecessor. Not only is this lazy, but the first game wasn’t very good. Tokyo Xtreme Racer DRIFT suffered from ugly visuals, terrible handling, and a boring, repetitive conquest mode. Tokyo Xtreme Racer DRIFT 2 features all of the same problems despite coming out a year later.
The story should be avoided because it’s nonsensical and unfolds through simulated message board posts that somehow manage to make even less sense than real life message board posts. There are plenty of disappointing ways to tell a story, but it’s especially disappointing to read text messages instead of watching a cut scene. Even static character portraits with voice-acted lines would have been more engrossing.
Since this is a racing game, the story, terrible as it is, can be ignored in favor of drift racing action. Beat the available races to unlock more challenging races. Unfortunately, the racing mechanics, like the graphics and story, fall flat. In the off chance you’re able to keep up with the story, you’ll find that it’s a carbon copy of the typical racer’s story. You begin your career as an unknown. Win races to become better known. Win new races to become even better known. Eventually become the most well-known racer in the world. It’s boring and it’s been done before.
Regardless of the quality of the story or the progression mechanic, Tokyo Xtreme Racer DRIFT 2 will ultimately be judged on one characteristic: gameplay. Unfortunately, Tokyo Xtreme Racer DRIFT 2 disappoints in this area as well. The cars handle poorly while driving normally and absolutely horribly while drifting. For a game with the word A
The second installment of the second .hack series is as convoluted and awkward as the game’s title. The anime-based single-player MMO-like RPG is an acquired taste, to be sure, but for those who like the unique genre, G.U. is a solid effort.
Fans of the series will be content, as Reminisce brings a new set of quests and items, and everything about the first game remains consistent. This game is not really a title on its own, though. Rather, it’s a 30-hour extension to the original quest. Players can import their characters from the first game, and presumably the same will be true for the third installment.
Anyone new to the series should start with the first game, as Reminisce provides no help for beginners. Namco Bandai assumed players knew the game, as well as the storyline. The first level begins in the middle of a storyline, and there’s no help with battle, bike controls or finding save points and needed Chim Spheres.
The MMO-like flavor of the game is interesting and well-done. The title sports A
Def Jam Icon, the successor to Def Jam Fight for New York, is the third installment in the Def Jam series. To my knowledge, the games are not based on the same story, but my lack of experience with the series may besiege me. The unknown territory I was about to step into, was surprisingly similar to game play I had experienced before although the story and agenda of the game was far different.
As with most games, at the start of the campaign you are allowed to create your character and customize him/her as you see fit. All the normal options are available for creating your character; face, hair, apparel, but nothing new or surprisingly extraordinary. Next, you name your record label. At this point, it becomes obvious the object of the game is to build your record label empire and become… an icon… who would of thought?
So how does building a record label fit into a fighting concept? The game begins with a cinematic of your newly created character speaking to Chris Carter, the assumed CEO of your record label (unknown at this point), in which the conversation is abruptly interrupted by a drive by shooting, leaving Carter dead in the street.
Flash back to you in a club in which you are involved in an altercation where you throw down for the first time. Having no tutorial on how this fighting concept works, you are on your own to figure out. It is possible to pause and go to the controls section which does give you a breakdown of what the buttons do, but it is still a little complicated to understand their actual application or usefulness. Once I began A
With Atari moving the focus of the Test Drive series to next-gen consoles, the publisher has handed off developing duties for the PS2 version to Melbourne House, a studio familiar with racing games. The Xbox 360 version of this game was a critical success, but the game relied upon a massive online world for its charm. Can a PS2 port capture that same kind of experience?
Sadly, the answer seems to be no, as it seems to be almost entirely a recycled port of the PSP version. The letterboxed menus would be understandable if a widescreen option was available, but this is not the case. Rather, they were recycled from the portable iteration of this title. Despite this, the graphics are not horrendous; the game looks great on the PSP and manages to suffice on a larger screen. Also, the team created a world that can be driven completely around with little noticeable load time, which is a definite plus.
The real advantage this version has over its smaller counterpart is online play. The PSP port suffers from connection and lag issues, and is limited. The PS2 version fixes this, with more features, but it obviously pales in comparison to the options on the original 360 version. It loses most of the customization in the transition: original avatars and races won’t be found here, and online trading is gone too.
On the bright side, Melbourne House did make some improvements to how the cars handle. The vehicles each have a noticeably different feel, and this does make the car choice more than just a superficial one. Unfortunately, the team’s engine does have a few flaws. Virtually all roadside items are treated the same, and a small roadside pole can bring cars traveling at any speed to an immediate stop. This becomes annoying at times, especially in the middle of races. Also, the cars take no damage, which is strange for a supposedly A
Veteran racing developer Melbourne House has taken the reins for the PSP port of Test Drive: Unlimited, relieving Eden Studios of those duties. The Xbox 360 version of this game was a critical success, but the game relied upon a massive online world for its charm. The PSP version, while lacking in the online department, takes more of a single-player focus, and ultimately is better for it.
The game’s graphics engine really pushes the PSP to its limits. The Hawaiian landscapes are adequate at worst, and Melbourne House managed to minimize load times for everything, resulting in a much smoother experience. The level of detail is perfect for the screen size, and the game successfully manages to keep its cool feel throughout.
The PSP port’s online play suffers from connection and lag issues, and is limited. Only four players can connect at a time, and sometimes players disappear for no particular reason.
Melbourne House seems to have noticed the system’s online shortcomings, choosing to compensate by making improvements to how the cars handle. The vehicles each have a noticeably different feel, and this does make the car choice more than just a superficial one. Unfortunately, the team’s engine does have a few flaws. Virtually all roadside items are treated the same, and a small roadside pole can bring cars traveling at any speed to an immediate stop. This becomes annoying at times, especially in the middle of races. Also, the cars take no damage, which is strange for a supposedly A