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Review
By: Jared Black
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| Developer: |
Acclaim |
| Publisher: |
Acclaim |
| #
of Players: |
1-4 |
| Genre: |
Racing |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
12-19-01 |
*Note:
Since the GameCube port of XG3
Extreme G Racing is nearly identical to the PS2 version and I
wrote our PS2
review of the game, I’ve updated the PS2 review and made
changes where appropriate rather than say the same things all over
again.
Acclaim’s Extreme
G series has always been a very solid set of games that was
slightly ahead of its time. While it was never among the
upper-echelon of futuristic racers, it was always a technically
sound and fun racing experience. However, since it appeared on the
Nintendo 64 previously it always had several problems related to
that platform’s limitations. These problems included framerate
problems, horrible filtering, and limited texturing. With this new
hardware generation, the concepts this series began with (fast
racing, incredible lighting, etc.) are finally attainable. Luckily,
Acclaim capitalized on this and delivered the type of game Extreme G
fans have been waiting for.

The primary
element of XG3 is delivering an incredible sense of speed. Other
series in this genre (Wipeout, F-Zero, etc.) have
always been able to deliver a sense of speed, but never has a game
delivered it to this degree. Once you work your way up to the higher
speed classes, things get really faaaaaassssttttt. The great
thing is that, no matter how fast things get, the game remains very
playable. Even at the highest speeds, rarely does the player get the
feeling that they are not in control of what’s happening. This is
due to a finely tuned control system and wider tracks (most of which
have banked turns ALA NASCAR) then you’ll find in most games. The
control scheme is what you’d expect (ex: the A button controls
acceleration), and feels very intuitive. Since the Y and B buttons
handle the fire weapon and turbo functions, the player can easily
roll the thumb over to the one they want to use while keeping the
acceleration going.
The GameCube
controller actually feels better for XG3 than the PS2 version does
due to its more-intuitive button layout and deeper and more
responsive shoulder buttons for air braking. Putting the Fire Weapon
(Y) and weapon cycle (Z cycles them clockwise) buttons together is
better as it allows one finger to handle all of the weapons control.
The PS2 version has weapon cycling assigned to L1 and R1 (which
allows you to cycle in both directions), but has the fire weapon
button assigned as the square button. The result is a less-intuitive
system where two fingers control weapons fire.
Unlike the Wipeout
series, weapons and accessories in this game must be purchased using
the money won from each race. Once a weapon is purchased, you can
use it anytime you please. The catch is that your ammo meter must be
full enough to allow you to use it, and since each weapon uses
varying amounts of the meter a lot of strategy is involved in
choosing what to use and when. In a way this adds to the tension of
the race, as you must cycle through and choose a weapon you’ve
purchased before using it. Thus, you have to learn to watch where
you’re going and select at the same time. Turbo works in much the
same manner, as using it will deplete your shield. Since your shield
protects you from other racers’ weapons, it’s smart to use the
turbo sparingly. Both meters are replenished by driving over energy
recharge lanes, with purple filling up ammo and green filling up
shields. While I personally prefer the Wipeout approach (weapons are
gotten by riding over specific areas), it’s a system that works
well enough and helps to differentiate the series a bit.
Graphically, XG3
is an incredible package. Acclaim always tried to do too much on the
Nintendo 64, but now their vision has finally been realized. Each of
the 6 teams’ bikes (there are two riders per team) look very
realistic and distinct, and it’s easy to spot out your ally during
the race. Each of the ten different courses has its own distinct
look, with some incredibly complex environments. In particular, the
bustling city of Megalopis 7 is awe-inspiring. There are
flying vehicles everywhere around the track and going 700+ mph
weaving in and out of skyscrapers is incredible. The weather
effects, while not overwhelming like Wave
Race: Blue Storm, are also well done. The GameCube port has
several visual enhancements over it’s PS2 predecessor, including a
steadier framerate (that almost always stays at 60fps) and a more
polished look (AKA less jaggies). The GameCube version also supports
multiplayer for up to four players (and other minor additions not in
the PS2 version), with very little loss in the visuals. While it
does show signs of being a port (some leftover texture work isn’t
up to par with GameCube standards), it’s still a great looking
game.
They’ve also
made great progress in the sound department. Utilizing Dolby
Surround Sound, the techno/rock soundtrack (most provided by
Ministry of Sound) sounds very good. However, while all of the
tracks are excellent technically, a few of the tracks aren’t very
different and quickly become repetitive. All of the sound effects
sound really good, sounding just "over the top" enough to
seem futuristic. A very solid and technically excellent sound
package.
Highs:
- Excellent
graphics. XG3 has a unique and cohesive style that sets it apart
from other racers.
- Good use of
sound, including mostly-good music and great sound effects.
- Speed speed
speed.
- Added
four-player modes for GameCube.
Lows:
- Despite
having multiple speed classes, having only 10 tracks limits
replay value.
Final Verdict:
XG3
Extreme G Racing is a great racing game
that finally establishes this series as one of the best. If you own
the PS2 version already however, there's no reason to pick this one
up aside from four-player support. And while it is overall
superior to the PS2 version, it earns the same score because it's a
straight-up port of a game several months old already.
Overall Score:
8.9
Additional
Images:
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