|
||||||||
![]() |
|
|
|
|
This game's lack of recognition must stem from the fact that it's an Xbox launch title ported to GameCube. I can only surmise it's the Xbox aftertaste, as ports from other systems (Dreamcast's Skies of Arcadia Legends, for example) have been met with warm reception. Or perhaps it's the Teen rating, or echoes from noisy Celda nay sayers, who knows? To quote Cel Damage's host announcer, players "just drive around way too fast and blow up everything in sight." This game sports some insane action. It's great with a friend, but also fun solo against the computer. Sometimes I just crank up the computer AI, select a few fast, potent weapons and lose myself in the rain of destruction. visuals The twelve stages are grouped by theme: desert, rain forest, horror, and outer space. All stages are whimsical environments straight out of your average Saturday morning cartoon. audio gameplay As a Mario Kart 64 veteran disappointed by Double Dash, some of the things I loved about the former absent from the latter are present in Cel Damage, including high ground, defensive items, and spin turns. It's common knowledge that in a fight, the high ground has an advantage. Mario Kart 64's Block Fort stage was a great illustration of this: a player atop a fort could rain down shells (especially red) with deadly results plus get to other points on the map faster (as you can fall faster than climb). Such high ground is limited in Double Dash but abounds in Cel Damage: no map is completely flat. Even if the ground tends in that direction there are always objects (temples, plateaus, rocket ships) to get atop. Shells in Mario Kart 64 had the brilliant dual role of being both offensive and defensive, revolving around you as a shield until fired. Double Dash took away this feature in favor of a flashy juggling animation, completely useless for defense. While I would agree that "the best defense is a good offense," without some balancing defensive elements gameplay sinks to a repetitive, boring pattern. Several weapons in Cel Damage are defensive in nature: the Spring allows your vehicle to hop in the air and the Vacuum can suck up everything from bullets to buzz saws to other players. As for spin turns, this quick move is a must in heated dogfights and allows you to turn and face your pursuer head-on without getting slammed in the back or side in the attempt. Double Dash removed both spin turns and hops leaving only the sluggish power slide. In Cel Damage you can spin turn using forward inertia. Yes, that's right, inertia! After Cel Damage, Double Dash feels like driving an Amigo. multiplayer Customization is the staple of a versatile multiplayer game and Cel Damage sports a full arsenal of options. With three battle modes, twelve stages, and twenty-six weapons that can be turned on or off the possibilities are endless. Can you say, "replay value"? overall
|
|
|||||||||||||||||||
|
||