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Review By: Siou Choy |
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| Developer: |
Acclaim |
| Publisher: |
Acclaim |
| # of
Players: |
1-2 |
| Genre: |
Racing |
| ESRB: |
Everyone |
| Date
Posted: |
4-2-01 |
As we
approach the final crest of the wave in the diminishing output
of new titles for the Playstation, it becomes harder and harder
to find upcoming releases for the system to get oneself excited
about. Having adopted a strange marketing strategy of
(ostensibly) continuing to support the existing system (under
the guise of the "portable" PS1) simultaneous to
pushing the recently released PS2 (though standout titles for
the new system remain a more elusive commodity than its legions
of eager early adopters could ever have anticipated), fans of
both systems (not to mention Sony shareholders) find themselves
losing out on both ends. And into this stopgap period, with
diminished expectations all around, comes Acclaim's most recent
entry into the racing genre, Vanishing Point.

According to
the game's box copy, "Vanishing Point offers one of the
most advanced 3D driving engines, licensed cars, and an
unbelievable amount of cars and levels to unlock".
Unfortunately, even assuming that all of this were true, it
would hardly compensate even half enough for the game's poor
controls, surrealistic handling, and the overwhelming lack of
cars (and tracks to drive them on) available to the gamer at
startup. Now, I don't mind unlocking extra cars or levels, but
when you're only offered TWO vehicles (count 'em, 2)
to choose from, one being a Ford Explorer (and what self
respecting non-yuppie would want to drive a goddamn Starbucks
coffee-transporting SUV, particularly in a racing game?!?),
we find ourselves well beyond the limits of rationality, having
ventured far into the kingdom of video geekdom. Behind the
advertised "unbelievable amount of cars and levels to
unlock" is the disturbingly glossed-over fact that the
gamer is forced to unlock literally everything (over 20
cars!!) to have what would constitute the average game
experience. The end result, of course, is that by the time you
get a workable selection of vehicles in this unrealistic, often
absurdly difficult game, you just won't care anymore.
I knew I was
in for a real treat in Vanishing Point when I took my first
turn, trying desperately to ignore the extremely sluggish
acceleration of the vehicle, only to find myself immediately
hitting the wall and spinning wildly out of control. Lest you
think this an anomaly, I invite you to try it for yourself. You
should have the same experience, more quickly and easily than
you'd believe possible; for as the unlucky purchaser will soon
learn, spinning out in Vanishing Point is not exactly a hard
thing to do. The cars don't hug the road very well (if at all),
and even the slightest brush against another car or wall (a
commonplace occurrence in racing games) can cause you to spin
out. In fact, I've found it's possible to skid wildly, fishtail,
and even spin out at a speed lower than 30 mph. Yep, you
heard right. BELOW 30. Where are we supposed to be
driving here, on an Alaskan ice floe? (Honest - I deliberately
checked how slow you can go and still have the vehicle behave
like a bar of soap through a wet fist).
And like the
infomercial announcer said, "and that's not all". The
true heights of ridiculousness of Vanishing Point come into play
in the first seconds of play - and "play" is exactly
what the problem is. Even given the fact that you start off
driving a piece of crap like a Ford Explorer, nobody's
suspension (or lack thereof) behaves like this, bouncing around
like a buoy on a rough maritime morning. Regardless of one's
personal vehicular propensity, cars (and other vehicles) in
Vanishing Point do not behave according to the accepted rules of
momentum, physics, or gravity. Even beyond the aforementioned
sheet-of-ice handling, the vehicles themselves strain
wildly against their moorings, bouncing and swerving in every
conceivable direction, to a bizarre and previously undreamt of
degree throughout the drive. The overall effect is as if the
chassis were resting on a waterbed rather than two axles and a
drive train.
Trust me,
even after years of conditioning playing bad, yet inexplicably
popular racing games rife with vastly unrealistic road handling,
nothing can prepare you for the logistic impossibilities
and complete physical and mathematical absurdity of the
Vanishing Point driving experience. So removed from reality is
the driving engine of the game that only one word comes to mind
in summation: pathetic.

Up and down,
left over right, hood over trunk, the vehicles (particularly the
Explorer) float and careen wildly, adhering to no known rule of
physics or natural law, Newtonian or otherwise. Far moreso than
the wildest flights of fantasy of the RPG or survival horror
game, Vanishing Point makes one wonder just what the hell its
designers have been smoking; though the cheesy, semi-authentic
techno/rave music that pounds pathetically through your
inadequate little television speaker may provide something of a
clue.
The poorly
designed control system in Vanishing Point is sure to leave a
trail of broken controllers in it's wake. Acclaim attempts to
explain away their bizarre control setup in the manual by saying
you have to "learn how to drive on the limit",
whatever the hell that means. Are they referring to the speed
limit? I find it hard to believe that going into a spinout at 30
mph has anything whatsoever to do with pushing a car to its
limit.
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