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WHY TRY
HARDER?
SPEED
KINGS
Written By Shaun McCracken
Acclaim and Climax may have had good intentions when they decided to
create Speed Kings. Seeing how great Burnout 2 was, especially in it's
fast-paced breakneck arcade design, why not try to re-create that
formula again, this time using motorcycles. It looks like the two may
have gotten ahead of themselves, because there's some key features not
in Speed Kings that made Burnout fun. It's a far from terrible game,
but when you look at the big picture when you're done with this, then
looking at Burnout 2, you realize that they missed quite a few
elements.
The one thing we should get out of the way is that while Speed Kings is
quite similar to Burnout and Burnout 2, it's not done by the same
developer. I've read many people posting in those "reader reviews"
saying that SK was done by the Burnout developers. Nope, Criterion
Games did Burnout, and Climax did this. Right there should give you a
reason why this game is a bit lacking. Even though Acclaim was the
publisher for both, each had a different developer. After playing this
game, I think Criterion could have done much better.
Okay, seeing how I've been saying that SK is similar to Burnout, lets
see why. Both feature fast, arcade paced racing. Both encourage
dangerous driving. Both have a boost feature. Both have some detailed
crashes (Burnout 2 does it better). But that's where it ends. I think
the only thing different between the two is the type of vehicle you
drive. Here, you drive on speed bikes, which you now have to deal with
a new handling scheme. Racing in SK is not as easy as it was in
Burnout, but not task-inducing. You will have to time your braking and
turning much sooner to get around corners. You can't just drift or
slide through them. The boosting, while somewhat similar in design, is
not just as well implemented here as it was in Burnout 2. In Burnout 2,
you can link your boosts, or "Burnouts" to keep the speed going. In SK,
you can't, since your "Powerband" relies on stunts that need to be
executed, and it's a bit hard to do when you're speeding. Also, if you
succeed in using all of your boost without crashing, you don't get a
refill (in Burnout 2, your meter fills halfway, and with skillful
driving during the boost, it will fill the rest of the way for a whole
new boost). That's also one of the other problems with the boost system
in this game. You can't get anything by driving on the wrong side of
the road or sliding, you need to do tricks. That's a bit tough to do
when you hit an area without much straight parts of road.
If it's not enough that Climax "borrowed" many elements from Burnout,
they also took something from ATV2, which was released five months
before this game. In SK, you can kick opponents off their bikes, which
can fill up your boost meter a little. But you may be doing it more
often to starve off the AI, as they almost ask to be knocked off when
they approach you. Say if you're in first, then the AI opponent in
second tries to get ahead of you. He'll do that, but then it seems like
the opponent comes back to you. That's not the only weird AI oddity
about the game. The traffic, which you would think be out of the way,
can be erratic. On one course, there was one car that cut me off, then
started swerving all over the road. What the hell was that about?
Finally, the games "events", such as rock slides or a semi in the middle
of the road, are scripted, not random. That means on the same course,
on the same lap and the same place, that one particular event will
happen. Why not make it happen randomly, so you don't expect it?
The visuals confuse me a bit here. Why is it that ATV2 had some fairly
nice graphics, textures and frame rate, and here it's a jumbled mess?
Some courses do look nice, but some have bright color or even pastel
color schemes and blurry textures. Then there's the frame rate, which
chugs when there are too many opponents on screen. A game like this
should run fine without frame rate problems on the Gamecube, especially
when some objects seem blocky and the texture resolutions remain pretty
low. The frame rate is better in time trial modes, where there is no
traffic or opponents, but why should it only happen in that instance?
If the frame rate problems weren't enough, there's also quite a bit of
flickering in the shadows. I can't figure out why Climax, which has
done pretty well with the graphics in MotoGP 2 for the X-Box, crapped
out here. They know they could do better, so why didn't they?
The audio is a mixed bag. The sound effects are adequate, but the music
sucks. Some courses have some pretty weak music, I'm talking elevator
music for crying out loud. Was a licensed soundtrack too much to ask
for? As for the sound effects, the motorcycles can be a bit irritating
after awhile, since they sound pretty loud.
Final Thought
I wanted to really like Speed Kings. I was hoping for something as good
as Burnout 2. But, I suppose I had high expectations. It's not a
terrible game, but I was able to pick out so many instances in the game
where it made Burnout 2 so much better. But then I realize that there
are hardly any racing games of this type on the system. On the
Gamecube, if a racer involves motorcycles, it's usually dirt bikes for
off road racing. But we really have nothing with speed bikes. I would
say if you're desperate for something like that, then perhaps Speed
Kings isn't a bad way to go. But if you own a PS2 or an X-Box, then you
do have other choices. This game could have been a lot worse, but it
could have also been a lot better.
.
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Published
By :
ACCLAIM
Developed
By:
CLIMAX
Year Published :
2003
Players :
1-2
ESRB Rating:
TEEN
OVERALL
SCORE
5.9
VISUALS |
6.7 |
AUDIO |
6.5 |
GAMEPLAY |
6.0 |
REPLAY
VALUE |
5.5 |
INNOVATION |
5.0 |
Speed Kings is not even a decent ripoff of the Burnout games, which were also published by Acclaim. Why was this even made?
Wiping
out on a motorcycle
Burnout
Burnout 2: Point Of Impact
Burnout 3: Takedown
Burnout Revenge
Moto GP 3 (Xbox Version)
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