More of the same, yet somehow less
satisfying than its predecessor. While
this makes scoring easy, we can’t help
but wonder where the series will go
from here.
SCORE
06/DEC/07
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PROJECT GOTHAM RACING 4 COMMENTARY VIDEO
To view this trailer, you will need to have Adobe Flash Player already pre-installed.
What is it they say about
familiarity and contempt?
Through a mixture of
bottles with ‘XXX’ written on them
and a childhood spent in solitary, we
forget, but let’s look at the facts. Back
in 2003, Project Gotham Racing 2
launched, boasting ten entirely fresh
urban racing environments and the
still fresh pleasure of online racing in
a market still struggling to catch up.
The gaming press was agog, and all
was well in the world. Fast-forward to
now, and what do we have? Four new
cities, the removal of custom tracks
altogether, and a bit of drizzle. Okay, so
that’s not how the back of the box will
dress it up, but the end result is much
the same. What’s more, all of the nonracing
bugbears that previously rubbed
people up the wrong way remain, and
without the sweet pill of visuals capable
of removing lower jaw from rest of
head, that’s quite a mountain to climb.
Ironically enough, storm clouds began
to appear on the horizon.
Let’s get the biggie out of the way
first then. The inclusion of two-wheeled
vehicles in addition to four is at best a
partial success. While Bizarre’s decision
seems totally ignorant of Xbox Live and
the bowling match each race will turn
into (a matter we’ll have to leave for
another day, after we’ve had the chance
for public play to prove the inevitable),
even in single-player modes, problems
occur. Last time around the undeniably
lenient PGR handling mechanics may
have been present and correct, but it
was possible to imagine in your mind’s
eye that some kindly illegal surgeon had
simply replaced the tips of your toes
for Michael Schumacher’s, say. Here,
though, every time you drift around a
hairpin bend, scrape your head against
the corrugated barriers without so
much as a flinch, or simply correct bad
positioning by careering headlong into a
fence, part of your inner biker dies. Yes,
when everything comes together there’s
something spectacularly graceful about
two-wheeled cornering, but when things
go pear-shaped everything turns into a
whole heap of nonsense. Silhouettes of
fallen rides being run over by onrushing
cars, no opportunity to run back to your
stricken ride Road Rash style, crashing
into cars with your kneecap glued to
the floor yet still managing to remain
vertical – it seems like for every fly in the
ointment, there’s another two ready to
accompany it and form a grammatically
pleasing sentence. Can’t have been
deliberate, that.
As far as the single-player challenge
goes, matters are broadly split straight
down the centre into two halves
– nominally titled ‘arcade’ and ‘career’.
Essentially, there’s little difference
between the two; both feature a
succession of various event types, not all
based upon the popular pursuit known
as racing and the only difference being
that arcade championships take place in
the same location. So, you can expect
your usual mix of Kudos tasks that force
you to drive a car that’s worth hundreds
of thousands of pounds around like it’s
the BBC’s Playbus.
Some of these have been tweaked
a little, however. For example, cone
challenges are now refocused to place
the emphasis on speed, knocking away
time penalties for every gate missed
rather than requiring a target amount of
Kudos to be achieved. In our view, any
focus upon speed rather than sliding
all over the shops is an improvement.
After all, when you’re forced to pull off
what would otherwise be flashy tricks,
where’s the fun in executing them in the
first place? Regardless, anyone who has
been holding out for a Gotham in which
over 50 per cent of the events are races
against AI opponents will have to find
something else to occupy their time.
As for the new additions to Bizarre’s
world tour, it’s again a case of both
genius and disappointment in almost
equal measure. While the undulating
narrow alleyways of downtown
Québec provide many a moment of
pedal-to-the-metal, don’t-look-forward
gaming, St Petersburg looks sparse and
somewhat drab by comparison. Macau
may sport a dodgy tree or two amid
its misty, monsoon-drenched brilliance,
but Shanghai has a practically identical
neon glow to Tokyo, with all the track
variety of version two’s Chicago. That is
to say, not a lot. It’s certainly the kind of
title that could be scored separately for
newcomers to the series and everyone
else, with some legitimacy.
How very English of us
Right, that’s the end of the news, and
now it’s time for the weather. No, you
aren’t watching late afternoon television
in the form of a magazine, but reading
a discussion of Project Gotham’s real
trump card – water, and lots of it. The
PR blurb before release ran that pools
of the stuff would lie about each track,
building up and having subtle effects
upon each race. We have no problems
with endorsing this.
Taking part in a race during driving
rainstorms – lack of water droplets
on the camera aside – is perhaps
the greatest thrill PGR 4 has to offer.
When viewed from close range, and
at a push from within each vehicle,
standing liquid on the paintwork turns
a healthy shine into a work of art. Sadly,
the general rule of thumb that seems
to run from this is your surroundings
look a fair degree less exciting than in
comparable peers (New York in Forza
Motorsport 2 comes to mind) when
they’re not soaked with the wet stuff.
Tracks degraded to a washed-out grey
mess, the most complicated aspects
of building textures failing to load for
what seems like forever, that kind of
thing. What’s more, occasional frame
rate issues drag the title from its lofty
60 frame-per-second perch whenever
there’s a combination of spray and rain,
plus too much in the way of opposition.
It’s not a common occurrence by any
means, but one that shouldn’t really be
there at all.
While we may seem terribly down on
Gotham right now, in reality that’s not
the case – it just remains very saddening
to see such a by-the-numbers sequel.
We could hardly expect fresh thrills to
match the introduction of Xbox Live
and so many fresh tracks, but it’s sad
to see the ability to create your own
circuits wrenched away, especially after
one of the chief complaints surrounding
PGR 3 was the less-than-generous size
of its cities. It’s a bit like settling into
your most comfortable armchair and,
before you realise it, being dragged into
a giant recess behind its cushions, like
that Mars advert a while ago. Stay with
us. Way beyond the point where it’s
too late to turn back, you find yourself
behind the wheel of sports cars the like
of which you’ll probably never even see
in the flesh doing three-point turns and
checking your rear-view mirror. Sure, the
rewards are there through track packs,
multiplayer modes and the like, but is
the treat just around the corner worth all
that time? We’d suggest not, and at this
point we’ll stop, before we turn into a
Seventies public-information film.
While we wouldn’t for a second wish
violins to be drawn, serenading our tale
of woe, the fact remains that reviewing
Project Gotham Racing 4 feels like the
most depressing exercise since Harry
Potter last graced these pages. Why
so? Well, for the benefit of anyone yet
to experience the series’ last outing,
we feel duty bound to award an eight.
After all, the depth and diversity on
offer here remain impressive, from a
standing start. There are plenty of square
miles of city to burn around, the fourwheeled
vehicles handle competently
and with clear difference between each
one, plus there’s nothing outstandingly
incompetent about either opponent AI
or the career-scoring system.
However, it’s only as a committed fan
of the series that cracks start to show.
The last-minute livery system cobbled
together as an answer to Forza 2’s more
in-depth and thoroughly backed-up
alternative, its environmental trump card
being bested by Sega two weeks prior
to release in the shape of Sega Rally and
its extremely generous bike handling
smashing your suspension of belief
into tiny, almost imperceptible shards.
Even the two-wheel physics aren’t as
believable as they could have been,
lying in some awkward middle ground
between floating above the track and
overwhelming with how much friction
they provide.
That list could (and perhaps should)
expand further into the realm of visuals
and gameplay options, but there’s no
need – we’re so certain that PGR has
scraped into the higher echelons of 360
gaming by the tiniest fraction that if we
marked out of a million it’d score exactly
800,000. Yeah – you heard us, and not
a single digit more.
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