Intro
When
first hearing about Pro Race Driver some time ago, the idea
of living the life of a fictitious character through the trials of
living in his family's shadow and competing for his own piece of the
time, well, it just didn't seem tempting. My immediate thoughts were
of Stallone's Driven; and, while I'm a fan of 'The Sly', I
just couldn't bear to see his career take a nosedive like that, so
having the description being equated with Rocky's downfall just wasn't
something that enticed me. Well, after spending a good deal of time
as the other Ryan, I have to say that whatever preconceived notions
I had that were negative where absolutely wrong. Codemasters delivers
one of the most enjoyable and versatile racers of the year with this
fantastic release.
Gameplay: 8.5/10
Oh, that Ryan Mckane, he thinks
he is so cool. Well, he does have a fantastic name, and, if the player's
skill is up to par, great skill behind the wheel as well. It's not
all champagne and beer endorsements, though. Ryan's had it rough.
Son of a famous racecar driver, he and his brother witnessed his dad
die in a crash some 15 years ago, and now they have both taken up
the family sport. He isn't just competing against his father's legacy,
though, as his brother, Donnie, is now a famous driver himself. Trying
to get into the limelight is going to be tough when competing with
a legacy and a living pro.
That's where the player comes on. Picking
up as Ryan starts off on his career, they'll need to impress a team
to sign up with him; which won't be hard, since I think the first
trial can be won driving backwards. After getting a crew, the player
will find themselves hanging out in Ryan's office, which will also
act as the hub to get to all races and options. The computer and
answering machine are the key items though, as challenges will be
sent through both, as well as offers to race new circuits. Personal
challenges can result in the player getting their opponent's car,
if they win. Job offers come in the form of offers to compete in
contests, and each race within the contest allots points to the
top five places, and these places go towards a total amount of points
to move to the next tier of races. Tiers and challenges all feature
a wide array of cars, 42 licensed vehicles in all, that range from
muscle cars to speedy racers; so, if you have a particular favorite
vehicle, there's a good chance it, or a nice substitute, is in here.
Don't any of the offers or challenges lightly. The player's performance
is reflected in future correspondence, so poor driving will get
poor offers, and vice-versa.
What's interesting and also most enjoyable
and frustrating, is that each of these invitations come from different
companies who offer different cars to race in. The option is given
to tweak a car before driving, but since I'm a novice in the area
of the automobile arts, I left the standard configurations in place,
and they did just fine - a nice feature was the head of the crew
giving vocal descriptions for each part of the car, the course,
and why the settings were configured as such. The different cars
actually have noticeable control differences as well, sure, some
will be more noticeable than others, but it'll be those times when
a car seems nearly impossible to control that'll really test the
player; there are ways to practice driving before actually racing,
but it'll still be tough.
The course designs, on average, are
great. Several courses are repeated, but it's not really a big problem
since the different cars make it feel refreshing each time. There's
also a spectacular tight track that has a lane barely enough to
fit two cars, except in straight portions and larger turns, but
those can either result in some great crashes or some exhilarating
victories. There are a few courses that seem almost too unforgiving,
especially if the AI for that track is ramped up, but, a good equalizer
was found from a friend: if someone is giving you a run for your
money, slam into them and then book it, most of the time the computer
takes more time to recover from an accident and it gives the player
time to gain some much-needed distance. For the instances where
there are accidents, they are quite the site; excellent body damage
will have glass shards flying everywhere, bumpers falling off, fenders
laying in the road to be ran over, and even massive pile-ups with
debris everywhere. If a course is too tough, instead of trying to
find the course advantage, there's no shame in making one - with
a little force.
Car damage is probably the most controversial
part of Pro Race Driver. There's a nice indicator showing
the damage done to various portions of the car, so the player is
always made aware of what's going on, but it's the wreck to damage
ratio that seems off. A car can flip in the air three times, land
on its wheels, and continue to race, but, a car can lose a tire
and the player is screwed. Now, if they are going to be lax about
damage, why not give the player the ability to place themselves
back on the track, but penalizing them a few seconds? If this is
in the game, I couldn't find it. Restarting a race can be done in
personal challenges, but in actual races, it's a loss. One positive
is that the pit is speedy and efficient; while not prone to going
into them myself, some races do require them, so it's nice to know
that a good lead won't be lost by following the rules, or using
common sense - yes, I'm looking at you Daytona USA. While
spectacular to look at, some fine tuning was needed to balance out
just in what direction they wanted to take the game.
With aspects being sim-oriented, and
gameplay that has a tendency to feel more arcade-like, there's also
the life aspect of the game. In between courses, players will get
to live a little of the Mckane lifestyle. This includes: getting
cussed at by random drivers, random cutscenes of no importance,
meeting some ladies, getting talked down to, acting overly cocky,
chatting at press conferences, and whatever else a - budding- professional
driver might experience. Don't take that as law though, as I have
never been one, but it certainly seems realistic enough. Some of
the scenes help to push the story and really give the game something
dynamic to help it all together, while others seem like they were
tossed in to kind of keep attention; but, with such a story-driven
game, I would've like to have seen most, or all, of the fluff scenes
provide something of substance. Overall, though, the story and being
the one living the career of a fictitious racer is a fun change
of pace.
Aside from the uneven mixture of very
easy and pretty hard courses and untapped potential of the story
sequences, the major problem is that Pro Race Driver doesn't
seem to pick which side it wants to be on. There are several successful
titles that blend arcade-style racing with Sim aspects, but in every
area, one is always overshadowing the other, and that makes it difficult
for the player to get a solid feel for the game. Whatever negatives
there may be, under it all is an absolutely fantastic racer that's
both fun and incredibly addictive.
Graphics: 8/10
Pro Race Driver doesn't have any real significant flaws here,
just some areas that need work. The characters within the story
sequences look too blocky, their design is fine, but they're rough
around the edges. Also, tracks tend to have little scenery, so the
outside world can seem a bit dull. However, when there are objects
to spice up the surroundings, they look good. The audience can look
a bit flat, but foliage and giant stands help to bring everything
together. The cars are really the stars of the show, and since most
views focus on the outside angle, the player's attention will be
there as well, so the surroundings really don't matter as much.
As stated, the crash detail and model damaging is fantastic and
the cars are just phenomenal. There's nothing like seeing 20 racers
in a line and everything looking crisp with great detail. Some of
the lettering is a little fuzzy, but, for the most part, the decals
give the cars flair and really liven things up. The animation and
framerate are solid, and the whole package just looks very polish;
wheels spinning, glass shattering, and rubber burning, and everything
remaining steady and smooth.
Sound: 8/10
When I hear Lynard Skynard's modern day classic, Sweet Home Alabama,
I nearly wept. That alone merits a high score, but they also sprinkled
licensed tracks throughout the game and having the races focusing
on the effects themselves, didn't hurt any. The engine sounds get
the job done, but at times it does sound as though the sound is
spread too thin, instead of the focal roar that is customary. Complimenting
the original and licensed tracks are very good voice-overs that
are crisp and timely.
Control: 8.5/10
Different cars handle differently; I don't mean to shock you with
my general logic, but I had to make that my mantra throughout Pro
Race Driver. Even with that in mind, some cars just felt too
touchy to be realistic and, on some of the more difficult courses,
the fun factor took a hit as a result. For the most part, though,
the cars' varied handling could be tamed and the constant challenge
was always a thrill - except, of course, when you get that car that
loves to lock its wheels up the second the brakes are tapped.
Overall: 8.5/10
Pro Race Driver isn't perfect. There are balance and difficulty
issues, as well as a story mode that is never fully embraced, but,
in the end, none stop this from being the addictive and enjoyable
racer that it is. Constant challenges, gorgeous cars, tons of tiers
that cover any kind of car imaginable and unlockable goodies - all
wrapped up in a deceivingly easy racer that is more than worth your
gaming buck.
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