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Review
By: |
Ramz |
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Date: |
03/12/2003 |
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Released: |
07/23/2002 |
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Publisher: |
Sega |
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Developer: |
Hitmaker |
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Platform: |
Xbox |
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Rating: |
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I recently picked up the third installment of the Crazy Taxi
Series at the local video store and since been sitting at the television for
hours. I have never had the opportunity to play the previous 2 editions of the
game, so this review will be based on that; my first experience with the series.
It is highly likely that my review will enforce ideas and concepts that can be
found in all of the prior versions, but at this time I do not have ample
knowledge of that. With that stated, my take on Crazy Taxi goes
a little
something like this:
When I went in to the video store I had envisioned a plethora of titles to
choose from, but after accounting for the day and time, I felt my odds at
approaching that scenario were less than likely. At 10pm on Friday night I was
left with a scarce listing of available titles. My mouth was watering at some of
the missing games, but there was nothing I could do about it. In a mild state of
disgust, I grabbed Crazy Taxi 3 - high Roller and proceeded to the counter.
Shortly after returning to my apartment, I slipped the disc into the Xbox, and
prepared to waste the rest of the night playing.
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After a few drab screens, promoting the
developers and such, I found myself face to face with the main
menu. It was far less than average, but a menu is a menu. As
long as it is navigate-able then I am satisfied. While the menu
found in CT3 is just that, it does not offer a clear
picture
for the task at hand. Here is where my first problem with the game
arose, what exactly is the task at hand? Either way, I was
intrigued at the games objective and decided to allow the
game to develop the objective in time. Open mindedness is
something that you must possess if you are to enjoy this game,
even remotely. Progressing my thought further, I picked up the
booklet for assistance. The book was of help, but I must admit
that the booklet included with the game is poor. It is filled
with enough fluff to drive a man/woman insane. In any event,
the menu options are situated deeper into the book than the
game controls. Again this is a petty gripe, but a gripe that
gets included in a rather lengthy list.
My search for the game modes ended on Page 10 and did provide
me with a vague one sentence statement regarding each of the
menu options. My booklet search led me to this broad
conclusion:
CT3 is broken into sections, levels if you will. West Coast,
Glitter Oasis, and Small Apple. On top of those levels, High
Roller provides you with the option of using mini games to
increase your skill for the 3 main modes, listed in the
previous sentence. There are more mini games than you
can shake a stick at, but that is not necessarily a good
thing, to me anyway (I'll explain later). Also included in the
menu: Reply, Options, and Records. Each of these sections are
self explanatory, especially if you have played various
alternate video games.
My first exploration led me to investigate the 3 main modes.
After selecting one of the three, you have the option of
playing by 4
possible rules. You are given the option of choosing to play
by normal rules, work for 3 minutes, work for 5 minutes, or
working for 10 minutes. Note that at this point I was still
unaware of the objective, so I wasn't quite sure what the
difference was. Again I used the booklet. Here I was
instructed that by playing with Normal Rules you can be
rewarded a time bonus, based on how fast you reach your
destinations. The other modes do not include time based
bonuses.
After deciding which 'Rule Mode' to use, I was directed to
choose a taxi cab driver for the completion of my objective.
There are several cabbies to choose from, although they are
not all available at all times. It turns out that each
map/level/mode has its own choice of cabbies. In addition, I
found no cabbie to be better or worse than another. Neither of
the characters have their own skill level or unique set of
attributes, but instead your choice of a cabbie will be based
solely on appearance. Each cabbie has their own vocal sound
and word choice, but aside from that aspect the characters get
no deeper. On the other hand, the booklet provides an ample
description for each character. These descriptions are not
informative, but rather a simple gimmick to try and lure
readers into doing just that, reading it. In fact, there are
12 cabbies in all to choose from. They are all distinct
visually, but the lack of any depth in the character
involvement is shallow.
Shortly after selecting my character I found out the premise
to the game, with help from the booklet. Here is the vital
excerpt:
"When the game time expires, the Result Screen will be
displayed. If you earn a license above Class (S), the ending
sequence will play."
So, the premise is: Deliver customers as a taxi cab driver
would do, except do it any way possible. Drive on the wrong
side of the street, or use one of the maneuvers that your cab
has been equipped with (Explained Later). As you deliver
customers they pay a fare, based on the distance of the trip
and any additional bonuses (tips) that you 'earn' along the
way. If you deliver the customers in time and to the correct
location then you are rewarded that fair. However, in some
instances you are required to deliver multiple customers
before the reward is available. For example, one journey may
involve transporting 4 Karate Masters to various points around
the map. You will have to drop one Master off at one location,
one at another, and so on. There will be no time that both
customers exit at the same location consecutively. You may
have to return to a destination at some point, but at no point
will 2 customers exit the cab at any one drop off. IF you
successfully drop off your customers then you have access to
the reward (fare). If you fail to drop the 4 Karate Masters in
time then you lose the entire fare, whether you have dropped
off zero to three of them. It is all or
nothing in this game.
The results screen (at the end of the time limit) will list
how many customers you had dropped off and how much total fare
you had earned. Based on that information you are given a
Class and Ranking (Ranking on in Normal Rules Mode). Like
stated about, if your Class is above the (S) Class then you
have accomplished the objective of that particular map.
Repeat that sequence on the 2 remaining maps/levels/modes and
you will have beaten the game. Of course, you can always tweak
the difficulty settings and play again, but by that time I am
not sure you will want to.
On your quest to deliver the appropriate amount of customers
and fare, CT3 has been built with special maneuvers and
combos; combos being a string of maneuvers. They
include: A forward burst of speed, a backward burst of speed,
sudden stopping, super speed burst, a hopping function,
hopping with a speed burst, jump stopdrifting, quick turning,
drift hopping, and back drifting.
Most of these moves are crucial to completing the
level with an adequate rating, however, I would not be surprised to see a player
complete the level goal by using nothing more than the accelerator
and brake.
As far as your customers go, the booklet describes a few of
them. From ballplayers to the marching band to an orchestra,
you will find yourself delivering them all, if you choose to.
Crazy Taxi 3 is basically a large map with various customers
placed throughout it. You can choose any of the customers to
deliver, the game does NOT determine who you must
load and unload. Each
customer has an $ symbol hovering about their heads, as well
as a colored ring and a number. The number indicates how many
customers are in the group and the color represents the
distance to the destination. The color also provides you with
one other piece of information; the size of stop zone. The
stop zone is the area that will receive the customer, of
course the smaller areas are more difficult to stop on.
In any event, the book offers a brief description of possible
customers, but it is rather pointless. Once again
Sega
has chosen to add a few more pages of fluff for you to
consume.
Aside from the actual game, Crazy Taxi 3 has a rather large
amount of mini games. The mini games, I think, were designed
to sharpen your special maneuvering skills. As I noticed from
playing, the special moves can be tricky at times. If you are
not a fan of silly mini games, then I would recommend avoiding
the game as a whole. If you do find yourself excited by the
idea of having an overwhelming amount of mini games then feast
your eyes on this list:
Crazy Jump, Crazy Home-Run, Crazy Ball, Crazy Tornado, Crazy
Balloons, Crazy Football, Crazy Ufos, Crazy Ring, Crazy Poles,
Crazy Ramps, Crazy Logs, and Crazy Plates.
That is the list of
mini games that CT3 has to offer. I think that I will avoid
any descriptions and leave the titles to describe the events.
If you clear consecutive mini-games then you will unlock a new
game, but I will be honest and state that each of the mini
games that I experimented with was very uneventful. A few of
the games were challenging and addicting, but I didn't find any
of them even remotely satisfying. After all that, I still find
myself as a fan of mini games, but only if they are used
sparingly.
So far I have included a significant portion of the game, but
I have left out a few tidbits. Not one thing that I have left
out would be a characteristic to push or pull you from
teetering on a decision to buy this game. The features that I
have failed to include are extremely typical to this genre,
but for completeness here is a small list (some may or may not
be mentioned above):
1- CTA records personal best scores, however, I
haven't been
able to find a way to enter a profile to allow for multiple
users, I guess it doesn't include one. ;)
2- Instant Replay. Who sits around and watches themselves
drive through crowded streets? Some people must or else it
wouldn't be included in the final build, or would it?
3- Did I mention the mini games? Oh yea, I did. My final
thought on this section of the game, who cares?
Now that you have a feel for what the game offers, in terms of
options, features, and missions, it's time to discuss the most
important aspect: Gameplay. The controls for CT3 are very
straight forward: Accelerator, Brake, Hop, Gear Up, Gear Down,
and Steering. Mixing up a few of buttons
will result in a special maneuver, but without getting back
into that subject,
I have only listed the basic button
scheme.
The gameplay is extremely average. Being
the impatient gamer that
I am, I jumped right into the games main mode after I got
enough enthusiasm to play this last-resort rental. Shortly
into my session I notice my cab floating on a cushion of air
one minute and having no wheels the next. If that seems
confusing try this, for the most part your cab is easily
controlled and can hop with mild precision, but at times your
cab will become stuck or jammed in a corner. To dislodge your
car you must place your car in reverse, back it up, and gear
back to drive. It sounds innocent and
normal of these type games, but working against the
clock doesn't leave room for several extra button presses.
The steering in the game is responsive, yet I still found
myself over steering due to the cushion of air underneath my
vehicle. On top of that, a few of the special maneuvers are
difficult to accomplish. On several occasions you are required
to haul ass, but if you are unable to hit the correct button
combo you will hardly ever reach the speed it takes to deliver
the customer on time. As if it couldn't get worse, the game has
a built in direction system that leaves much to be desired.
The in game direction system places an arrow near the top of
your gaming screen. The arrow is intended to direct you towards
your delivery destination, however, it is flawed. Many times I
was off in la la land, when I should have taken an alternate
path. I thought maybe I needed to give the system some time
and get used to it, but after several hours of play I still
find myself missing destinations based solely on the arrow and
its lack of direction. Also note, the arrow does lead you to
the correct location most of the time, but like i stated
above, when you are on the clock, so to speak, you have no
room for error, especially an error that will lead you off
base by several seconds.
Since I had found so many negative issues with CT3, I began
keying on any positives that I could find. To my dismay, I
found no needles in the CT3 haystack. The gameplay is in one
word: basic. It is not terribly bad, but poor enough to merit
a 'low' score. You will not find any gameplay enhancements or
tactics that will revolutionize the genre, but instead what you
will find is a gameplay that is a dime a dozen.
At least High Roller was visually impressive, right? Actually
I wasn't impressed or offended by the graphical nature of the
game. The game hardly pushes the Xbox to its limits, yet at
times you will encounter frame rate slowdown. You will
experience far more slow down if you bump the traffic setting
up a few notches, but it doesn't seem to be slow enough to
hinder the overall gameplay.
The models are nice, the cabbies have a colorful design, and
the animations are adequate. Of course the game doesn't bring
anything groundbreaking to the graphical front, but they are
packaged together well enough spunk to fit in with most of games in
the Xbox line-up. If I had to again use one word I would
pick:
Ordinary.
Before I sum up the sound please be aware that Crazy Taxi 3
does not offer the ability to incorporate your own soundtrack.
I wouldn't care if it did. That feature is plain silly, but
that is a whole other issue. With that imprinted in your
brain, High Roller has an average set of sounds. Average sound for an
average game, no more no less. The sound effects are apparent,
the voices are tacky, and the environment is cliché. Besides I
hardly ever allow the sound of a game influence my overall
perception, unless the sound has an impact on the gameplay (IE
Sports games for example).
Now that the technical issues are dealt with, I will address
the most important aspect: Fun Factor. With all of the
negations listed above one may be inclined to think that this
is one poor purchase. While I would agree with your
assumption, I would recommend a rental. The game is short and
frustratingly fun. Of course a perfect run is not essential in
beating the game, a darn good run is. In order for
that to happen, you WILL find yourself trying time and time
again. With persistence and patience you will get over the
hump and begin watching the ending cinematics (one for each
main mode). The enormous amount of mini games will not keep
much or your attention, but you'll experiment, guaranteed.
From that you will exit with an empty feeling. The mini games
are simply not much fun. On the contrary, the games main modes
will shift the mini game hollowness aside and provide a few
hours of quick stopping, obscenity screaming, controlling
throwing fun. The fun factor alone revives an already beaten-to-death horse into one that is limping, but indeed alive.
In conclusion, CT3 isn't going to
throw any new stones at you, but instead does an adequate job
at regurgitating once used tips and tactics. The game relies
on the fact that you are quite fond of mini games and doesn't
leave a great taste in your mouth if you do not. This game
will be hit or miss in your book. I would highly recommend a
rental first. Chances are that you will beat it in the 5 day
time span of a blockbuster rental. The game is playable and
frustratingly addictive, but gets worn out quickly. Approach
this with caution.
Ramz
Rating:
2.5 out of 5 Planets
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