Reviewed
02.15.2000
Publisher
Acclaim
Developer
Criterion
Format
GD
Origin
Domestic
Available
TBA
(Japan)
Sep
5,
1999 (USA)
Exclusive
Yes
Difficulty
Hard
Dimensions
3D
View
3rd
Person
Genre
Racer/Hoverboard
Players
1-2
Options
Backup
5+7
VMS/VMU
Requires
**VMU
Importable
n/a |
INTRO:
> TrickStyle is a game attempting many things. It is a racer, taking
place in the future of Earth with hover-boarders as the competitors. It
is a stunter, with plenty of tricks to combo into one another, a
scoring system, and several Challenges and Tracks requiring high stunt
skill. It is a game aimed for the mass market, with balancing factors that
seem unrealistic but are in place so the game is approachable for the most
people possible. And above all it is a game of style, taking the underground
hip-hop/rave scene and making it the foundation for such an awesome future.
All of these factors cannot be taken individually, analysis does no justice
for the value of this game. Separately each of these attempted objectives
cannot be held as benchmarks, they would be solid but not outstanding.
But that is not how this game should be approached, it is not a game of
mini games . This game is a fusion of many parts, and so the whole should
be judged on the presentation of this synthesis. But for the sake
of understanding I'll go through the basics.
GRAPHICS:
> They are breathtaking, literally! The graphics are crisp and the
movement of the characters are very fluid and human-like. The designs of
the costumes, building, courses and landscape are all inspired. They pay
respect to the ‘past inspiration’ (being the 1980's-1990's world of urban
life and culture) while linking with the vision of a sleeker future drastically
effected by the hover technology. The end result of such a remarkable interpretation
of our future is conveyed graphically into nothing less than a, pardon
for repeating myself, breathtaking experience.
CONTROL/OPTIONS:
> Controls are easily adjusted to one's taste, thought the starting
layout is already sufficient. Analog control for direction and acceleration
are very useful additions for the little nuances one desires for stunts
and racing. **The VMU is an absolute must for this game, though. Without
it most of the moves (and tracks) would not be experienced, and with that
most of the fun would go with it. The VMU mini game is available from the
onset of the game. The controls use what seems to be a recording feature
reminiscent of Killer Instinct's instead of animation-clipping, so button
mashing won't pull off that extra move. This breaking of a bad habit leads
to some aggravation, but this listing into memory technique is logical
and just as flexible. You can punch in the combo quite rapidly or space
it out just enough to suite your needs (be they aesthetic or gravitational).
The design team was able to develop a solid play mechanics architecture.
This game isn't bogged down with options over minutiae which have been
in vogue for some years now, but most expected options are fulfilled.
SOUND:
> The musical score is fantastic. There are a few average sound
tracks, but in whole the background music easily outshines most contemporary
competition. An excellent collection of electronic beats ranging
from down tempo, to drum and bass, and trance. The variety holds something
for everybody and the quality has you turning up the volume. In this
game the courses have a musical track that matches the graphical
experience, be it the rough world of New York with tough breakbeats and
thumpin’ drum and bass, to London’s ambient and down tempo amidst its parks
and classic architecture, to Tokyo (or should I say Neo-Tokyo?) trance
beats spinning while you race down some crazy tracks. This isn’t top 40,
nor does it have the lineup some games are now getting, but the soul is
definitely there. Sound effect wise everything is there, I delight hearing
the other surfers trash-talk all the way with you during the race. Great
stuff, leaves me wanting more.
ISSUES:
> Why does the AI behave so; the "waiting" and sudden lead stealing? My
interpretation is that this is another of the mass market ideas. Honestly,
this game is hard and you will restart many times. To help with the difficulty
the AI "waits" to give you a chance, otherwise one would restart 20 times
instead of 5. Lead stealing points out the value of certain stunts (like
riding higher, straighter areas that are accessed only by tricks) or tricks
(such as speedluge to the finish line on a straight-away ) that you will
need to learn for future success. Could the AI be better, perhaps, but
this way you have a tutor showing the value of certain moves as well as
being patient while you try to incorporate them. Why aren’t all the moves,
tracks, and boards available at the beginning of the game? Because one
would be hard pressed to appreciate it all and put it into meaningful practice.
Why aren’t the minutiae in place so I can endlessly configure my surfer,
their board, the tracks, etc? Because that is better left for a sequel.
Why aren’t the statistics more pronounced in their effects of the game?
The board stats do have a significant effect on the game, the surfer stats
less so. Honestly, introducing such complexity so early would marginalize
this game, this is something also better left for a sequel. Why are all
the moves the same for all the surfers? Yes, this is bothersome. I feel
different animations should be offered for the surfers, along with more
signature moves. This is an absolutely mandatory improvement for a sequel.
The characters start to feel like fashion statements more than individuals
because of this. Why is Japan race 5 so bloody hard? To prove awesome tracks
can be made requiring all your skill just to reach the finish line. I hope
they introduce more of these for a possible sequel. Mind-boggling difficult,
but I welcome the challenge.
FUN:
> The game is highly challenging but approachable. There is no real
long term competitive goal, the personal challenge element is heavy in
this game. The overall theme emphasizes earning skill by experimentation,
and rewards you with more tricks with which to experiment. True accomplishment
in sport and aesthetics is something earned, and in this game that’s what
it is all about, earning your place. Everything, graphics, sound, control/options,
and overall gameplay came together to make a great game which leaves me
wanting to earn every bit and more.
|