Since it’s debut early in 2000 at multiple game trade
shows, Smuggler’s Run (SR) reached critical excitement and a
ton of pre-release buzz before the PlayStation 2 even hit
stores. With the "off-road, reckless abandon" racing
genre just getting onto it’s feet thanks to games such as
Driver, Midtown Madness and (to an extent), Grand Theft Auto,
the initial showing of Smuggler’s Run proved very tantalizing
indeed to both critical and public crowds alike. With
"veterans" of the genre, Angel Studios (whom created
the Midtown Madness) behind the title, very few questioned if
the game could really supply an entertaining time amide the rest
of the mediocre, average launch games for the PS2. Did the
developer succeed?

For the most part, yes. Despite an ultimately repetitive
gameplay and brutal AI that will eventually frustrate you more
so than challenge the gamer, SR turned out to be a highly
enjoyable product in the end that should solidify Angel Studios’
name in the book of good developers once and for all.
Like the name implies, the premise of Smuggler’s Run is
exactly that: Running around and smuggling items. With an
absence of an epic story, SR settles on the idea that you need
to obtain contraband and other miscellaneous products across
boarders and environments by means of multiple vehicles. At it’s
most simplest terms (and it doesn’t get harder, really), SR
requires that you follow an arrow over a map to different green
marking points, which is disguised as the
"contraband", and from there on you
"transfer" it to a red marking point which represents
the drop off destination. For just about the whole tenure of
Smuggler’s Run, this is the name of the game. Other than few
strait up racing challenges against rival groups or even
missions involving co-operate find-the-contraband-and-deliver
with teammates versus those same competitors, SR sticks to the
same pattern.
The greatest quality I found within Smuggler’s Run was its
claim to a wonderful physics engine. While most forward driving
titles today focus more on handing out the most realistic
approach to racing, SR mechanics exploits a crash-course model
that hasn’t been done this well since the former PSOne
off-road hit, Rally Cross. Crusin’ throughout the dessert,
evergreen forest and burly winter hilltops show off an
intelligent engine and aerodynamics as well. Momentum is handled
well, car rolls and bounces behave well and the reaction to
damage is exquisite. While vehicles intake much more destruction
than they would crumble at the mere sight of in real life, cars
and trucks subliminally destruct and lose parts depending on how
one exactly goes kamikaze in the environments.