|
||||||||
![]() |
|
|
|
|
Crash was once considered Sony's answer to Mario. Like Mario, Crash has appeared in a number of different games spanning a number of different genres. Unlike Mario, his popularity has diminished over the years. His newest attempt to regain his former standing is the platforming-racing hybrid Crash Tag Team Racing. The game does a lot of things, it just doesn’t do any of them well. visuals All of the quality graphics were apparently exhausted on the unplayable portions of the game. Why do cutscenes receive so much polish when the main game receives so little? Crash and his group look great when the player is not in control. Because of the cartoon style of Tag Team Racing, it seems that the entire game could have reached at least close to that graphical level. audio gameplay Crash has a lot of resistance in his jumps making him feel sluggish as you attempt to collect the required items. This is combined with a number of camera problems to make him difficult to control. The camera generally stays behind Crash, but when he nears a wall it shoots above him and Crash suddenly disappears. This makes jumping a horror at times, especially considering Crash is less than responsive to the pressing of the A button. Of course, it really does not matter if Crash falls to his death, since there is no punishment for dying (which makes it strange that there are enemies). Forget having a limited number of lives, Crash is not even placed back at the beginning of the level. Any strategy or thought process about what to do becomes irrelevant when there is no penalty for failing. Of course, this turns out to be a positive. The designers decided that certain areas would be off-limits, and they made them off-limits by initiating an instant death. Jump to the wrong piece of land, and Crash dies for no apparent reason. Strange decisions are at work throughout the game. For a platformer with below average graphics, horrible camera problems and sometimes shoddy control it does not even try to redeem itself with interesting level design. Even the mini-games, most of which are just cosmetically different versions of one another, are boring. Part two of Tag Team Racing is the actual racing. It is the better portion of the game, but that's not saying much. The cars turn like Crash jumps-- slow and unforgiving. It feels as if the car is fighting a massive wind trying to stop it from steering. Of course, steering is not that important, because the tracks designs are overly simple and extremely repetitive. Aside from different environments, every track feels the same, with the exception of the requisite oval track. Of course, track design is not important, because it is best to clash with another driver and just start shooting everyone. Two drivers can merge (thus the "Tag Team" in the title) to create a combination of a driver and a shooter. Without a partner, weapons are picked up on the track, but partner controlled weapons are by far more powerful and much cooler. Each character has a unique gun. The weapon choices, ranging from rapid-fire machine guns and magnetic bombs to mortar-style cannons are fun to watch and fun to fire. The game's battle mode, however, which focuses solely on destruction, does not allow players to use the character specific weapons. What a surprise. multiplayer overall
|
|
|||||||||||||||||||
|
||