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created 12/15/97.
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created: 3/20/03
Games
People Play
by
Brad Pilcher
Brad
Pilcher - Main Page
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REVIEWS |
World
Tour Soccer 2003 & Pride Fighting Championship
As so many videogames recently have increasingly mimicked big
screen action dramas, the titles that recreate a small screen
experience are occasionally getting looked over. I'm actually not
referring to small screen franchise titles like
The Simpsons Road Rage. Those
types of games can be quite good, but they're less recreations of
the small screen experience than take-offs from successful boob tube
series. But for years, videogames have been taking a staple of
television and making it interactive: sports.
Still, it wasn't until next-gen consoles that featured DVD-sized
storage and enhanced graphical abilities came out that such
interactive sports titles could really get the job done. Nowadays,
the Madden franchise sets the
standard for pro-football and EA Sports has made itself the crème
de la crème of the sports gaming genre. Sony and THQ,
however, have recently offered up some stiff competition of their
own.
World Tour Soccer 2003,
courtesy of Sony's in-house development team at 989 Sports, is the
second release in the WTS
franchise begun last year. 989 Sports has had something of a
reputation as a sports title developer without the ability to
compete with other players like EA, but I feel like they've gotten a
bum rap. For one thing, EA has licenses hanging out its nether
regions and more than a little money to pour into the development.
989 Sports, meanwhile, has to work with a little less in the license
and funding department and still put out quality games. By and large
they succeed, but still the impression lingered. So what did they
do?
989 started over and pumped out a whole new franchise for a sport
that gets overlooked in the states but is a huge seller overseas -
soccer. Enter WTS 2002, a
title that was surprisingly solid with replay value to match anybody
else's offering. It wasn't as simulation perfect as other titles,
certainly, but it was fun. That's what counts. Now the 2003
incarnation manages to integrate a more simulation feel without
giving up any of the fun, and that means a title worth having on
your shelf.
Let's focus on what this new version adds to the mix. As far as
game modes are concerned, a few new additions increase the replay
factor, but of particular note is the new career mode. Customize the
look and feel of a miserable school team. Win your way up the ladder
to the professional level and then you can rack up some serious cash
to use in buying and trading new players. It puts a bit of a
challenge into it, requiring you to earn your way into the full team
management options and it allows for individuals to dig into the
depth without abdicating the fun party atmosphere of some
friend-on-friend competition.
Then there's the control mechanics, particularly the way goalies
play and the way you track other players. As opposed to last year's
version, the ball doesn't automatically go to the player in whatever
direction you kick it. You'll have to line up your passes as well as
your shots, but in a field as big as this one you'll have to track
where your teammates are. There's an on-screen radar option, but
you'll prefer arrows that point to where your off-screen compatriots
are positioned. This is the kind of addition that every sports game
should integrate as a no-brainer. Goalies, on the other hand, are
hit and miss. Sometimes it's a bit easy to stick a ball past them.
It's rare, but it's something that comes up. Most of the time
however, these guys are realistic and block the shots they're
supposed to it. It adds to the realism and keeps you from just
blowing teams out 7 goals to zip (an oddity that cropped up in
WTS 2002, though it was fun).
Presentation-wise, the graphics are a spectacular cacophony of
pitch perfect stadiums, solid player animations and overall TV-like
visuals. The sound is just as good with a nice balance between all
the elements, with the one exception being a lack of on-field audio
mechanics. It would've been nice to get a better sense of what it
sounded like to hear the players grunt and heave as they moved
across the field. Still, this is presented as you would get it on
TV, and that is a total success.
The only failure is in the stat tracking, an area that is woefully
inadequate. Some players won't care (I being one of them), but it is
nice to be able to track these things. The storage capacity of
next-gen consoles makes this an easy must, and 989 Sports would do
well to emulate other franchises that feature stats galore.
Then of course there's THQ's new offering, Pride
FC a simulation of mixed martial arts fighting. This
isn't pro-wrestling, nor is it boxing, nor is it
Tekken-esque dueling, nor is
it straight up street fighting. It's all of the above, with maybe a
little less Tekken influence.
Anybody who's watched no-holds barred fighting a la
Ultimate Fighting Championship
knows two things. It can be brutal. It can be short. That's pretty
much the case with Pride FC, a
solid simulation if there ever was one.
The truth is, that may turn off some gamers. Sure, there's an
incredible realism in the timing of this game. It's essentially the
best simulation of mixed martial arts fighting on the market, but
MMA is something that can literally last fifteen seconds or go for
thirty minutes. In a game such as this, especially if you're not
playing with two adept fighters who've mastered the art of timing,
it's more likely to last in the seconds and not the minutes. For
some, that will translate into fights ending so quickly you'll
wonder when the fun was supposed to kick in.
But for those of us who appreciate these kinds of games, and you
know who you are, there's nothing better than Pride
FC. The timing factor is spot on, and so subtle you could
just as easily miss it. The graphics are solid, with blood being the
only weak spot. Indeed the create-a-fighter option is so rich that
you'll spend more time making your guy than fighting three or four
fights with him. If you like that, count it as another plus here.
Indeed, the bottom line is that Sony and THQ have come away with
winning franchises here. It's just a matter of time before they
become leaders in these niche genres.
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PREVIEWS |
Amplitude
continues a musical trend
Speaking of Sony's upcoming releases, two titles in particular are
worth exploring. Amplitude, a
sequel to the popular party game Frequency,
may end up being the game you love despite yourself. Sure on the
surface it strikes me as one of the worst of concepts. All you have
to do is punch buttons on time to hit the triggers that unlock the
various tracks in a song. Do it fast enough and you'll score huge
points and get to the end of the song. Do it too slowly and you'll
end up out of gas before the last chorus, assuming you hear the last
chorus.
Despite all of that, Amplitude
grows on you much as its forbearer did. We're talking about one of
the most popular party franchises out there, and so why not? Who can
get the highest score? What's your favorite song on the disc? As
musically oriented games go, there probably isn't anything better
than Amplitude. Or at least,
there won't be.
The game is due out in mid-March. It's features include four
difficulty levels, some pre-set DJs or "Freqs" and the
option to customize your own. Then there's the music, featuring
twenty songs from top artists including Garbage, Pink, and David
Bowie. The soundtrack alone is probably worth a rental, but
something tells me you'll buy it for those occasions when a crowd
has gathered at su casa.
Brad Pilcher
bradpilcher@thedigitalbits.com |
Brad
Pilcher - Main Page |
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