I could have had a review for this game done so much
sooner, especially since I've played the PS2 version a year ago. I had
bought a used copy of this for the GCN last year, and it was defective!
So, after three months, I finally got a refund. But I didn't get
Aggressive Inline until many months later, pretty much because I was
afraid that this may be one of those games that decides not to work
with the system (such as the problems I had with Air Force Delta and my
Dreamcast, but that ended with me getting MSR, which I wanted so much
more). I figured for $14.99, what the hell. As it turns out, the game
works. I'm now more cautious than ever about buying used games, since
I've had 3 that seemed to have not worked at some point. Ok, I think we
should start talking about the game. And since I've played both the PS2
and GCN version, there will be comparisons, and you will see the same
review for each console version (eliminates work for me).
Aggressive Inline is one of the better entries in the
extreme sports market, due to it's tight handling, expansive level
design, unlimited time during stages and just being quite fun to play.
In a way, it reminds me of Jet Grind Radio, minus the tagging. Here,
you go through different places such as a film lot, a snowy town, an
automobile manufacturing facitlliy and more. Scattered through these
stages are challenges you can try to accomplish, ranging from point
goals to time sensitive activities. Since the game has unlimited time,
you never feel rushed to try and accomplish a goal or two within a very
limited amount of time. Instead, you're given a "juice meter", which
when filled, keeps the game going. If you miss a trick, or just stand
there idle, you'll lose juice. Lose all the juice, the game is over.
But, you can keep the meter filled by doing tricks and collecting the
boxes scattered along the stages. It's not hard keeping the meter full,
in fact, I think there was only one instance where I ran out of juice.
It just doesn't happen often.
The trick system is very simple compared to other
extreme sport titles. For air tricks, you really only use a direction
and one button, and rarely a spin if you need it (so I guess there's
two buttons for air tricks). Grinds are also a one button function, and
can be modified by using the directional motions. Manuals can also be
done, as well as a cess slide to keep your combos going. It's a fairly
easy and intuitive trick system, and the only tricky thing about it is
timing the cess slide to a manual to keep a combo going (actually, I
figured out how it works when I figured out the revert move in THPS 4).
The controls are pretty tight in this game. I think the
players move a little more quickly here than in other games in this
genre, but that's kind of the pace the game follows. Controls are
stable whether your skating on land, or grinding on a surface. It's not
hard to grasp. And those who say that the Gamecube version has a less
ideal control scheme for this game are insane. I found the GCN version
as easy to control as the PS2 version. In fact, I like the tension of
the Gamecube's stick more than the PS2's. Either way you go, it's easy
to control.
The graphics are pretty similar on both systems. The
game started out on the PS2, so you will see a lot of PS2 textures
ported over into the Gamecube build. I wish the textures of the GCN
build were sharper, but they aren't as crappy as some games that get
ported from the PS2 to this system. While both share the large stage
design, the GCN version can pull off a constant 60 FPS while the PS2
version may have a little instability in the framerate department. I do
not recall any horrible framerate issues, but there is some "here and
there" problems. The GCN version also looks smoother thanks to
anti-aliasing.
The sound is pretty good, and has a fairly good
soundtrack as well. Unlike THPS 4, I've actually heard some of the
songs in this game, including "Crawling In The Dark", "Your Disease",
and "Youth Of A Nation". Neither have Dolby Surround support, but since
I do not have a stereo that supports this, I don't care. Both versions
sound pretty similar, the GCN version may be a tad more muted than the
PS2 version. But many games I've played on the PS2 usually has music
that kind of drowns out the sound effects a little. So, it's kind of
hard to compare.
Between the PS2 and GCN version, they are pretty damn
similar to each other. I think the GCN version is just a little better
due to the smoother lines and framerate. If you do go for the GCN
version, you might as well buy a memory card with it (unless you have
an MC 251). This will take up 57 of 59 blocks on a memory card. The PS2
version is kinder on the memory card (it's around 400k). Either way,
this is a pretty good extreme sports game, and it's too bad we probably
will never see a sequel since Activision now owns Z-Axis.