| Like World War II games in the FPS genre,
| |
| | does a pretty good job impressing with
|
| street racing games have really taken off
| |
| | its driving model, particularly when you
|
| in the racing genre lately. It isn't hard
| |
| | consider it is an arcade racing game. For
|
| to see why - just about every breathing
| |
| | instance, you will notice the difference
|
| male (and the occasional female) between
| |
| | between lightly modded cars and heavily
|
| the ages 16 to 25 have some sort of love
| |
| | modded cars. You will also notice the
|
| for cars, and while fantasy arcade racers
| |
| | difference between 4WD cars and cars with
|
| like the original NFS titles are fun,
| |
| | Rear Wheel Drive. You will also quickly
|
| they don't quite compare to the rush of
| |
| | notice this game isn't about holding down
|
| taking a highly accessible car and
| |
| | 'accelerate' and never letting go - you
|
| modding the crap out of it until it is
| |
| | will need to get a feel for your car and
|
| race worthy. Street Racing Syndicate is
| |
| | learn when to brake and slowdown into
|
| one of the latest of such games to hit
| |
| | corners. For an arcade game, the handling
|
| the PC from the guys at Namco and
| |
| | actually comes off as somewhat realistic
|
| Eutechnyx, and while it offers some
| |
| | in some regards, making it quite
|
| intense racing, it fails to deliver
| |
| | challenging at the same time. One aspect
|
| anything significant over what we have
| |
| | which could have made SRS that much more
|
| already seen.
| |
| | realistic though is crash damage - whilst
|
| Unfortunately the first impression of SRS
| |
| | it exists visually (i.e. cracked windows,
|
| on the PC is not a positive one - that
| |
| | warped metal etc), it doesn't seem to
|
| being the undeniable signs of a console
| |
| | have any real affect on driving ability.
|
| port. This impression is brought upon by
| |
| | The semi realistic racing isn't the only
|
| the game's menu system; lets just say it
| |
| | factor in the game's reasonably high
|
| clearly wasn't designed for use with a
| |
| | challenge level - the CPU drivers are
|
| mouse. The feel of a port generally never
| |
| | also key contributors. Even if your car
|
| lets up throughout the entire game in
| |
| | has a huge advantage over the competition
|
| SRS, and while it is never necessarily a
| |
| | spec wise, it won't always be a breeze.
|
| game killer, it definitely doesn't do the
| |
| | As you progress further expect to see
|
| game any favours.
| |
| | races where all 4 cars are within 3
|
| SRS consists of your usual modes - a
| |
| | seconds of each other after 3 laps, it is
|
| career style mode called "Street Mode", a
| |
| | a very intense game and the CPU drivers
|
| series of quick races and time trials,
| |
| | are very tough. At the same time though,
|
| and multiplayer online powered by
| |
| | they can be very stupid and seem to
|
| Gamespy. It is safe to say most gamers
| |
| | suffer from some quirks - for instance, a
|
| will probably, at least initially, spend
| |
| | few tracks have a "Y" split in the roads,
|
| most of their time in Street Mode. This
| |
| | and despite ample time before hand, some
|
| is your typical career mode where as you
| |
| | CPU cars seem to drive right into the
|
| build a reputation and upgrade to faster
| |
| | barrier splitting the two roads. You will
|
| and sexier cars as you progress. Like
| |
| | also often see solo spin outs around
|
| NFS:U2, it is played out in a city which
| |
| | tight corners, which is fine on perhaps
|
| seems to be stuck at midnight, and you
| |
| | the lower levels, but not so acceptable
|
| drive to locations yourself (although
| |
| | when playing against drivers who are
|
| there is an option here in SRS to "jump"
| |
| | meant to be challenging. It is at least
|
| to locations, which is a nice time
| |
| | good to see no sign of "catch up" though,
|
| saver).
| |
| | so when a car is well and truly behind,
|
| A significant bulk of playing SRS's
| |
| | it will stay that way.
|
| Street Mode will be spent in the garage
| |
| | Unfortunately, while the mechanics are
|
| customizing your rides. Whether it be
| |
| | here, there is really very little
|
| performance or cosmetic, there are quite
| |
| | variation when it comes to racing in SRS.
|
| a few options available. Unlike some
| |
| | Granted, you will come across point to
|
| street racers though, there are definite
| |
| | point races, one on one drags and
|
| gaps between cars models, so even with
| |
| | traditional lap races, but these are all
|
| every upgrade the shop has to offer
| |
| | basically the same fundamentally, which
|
| installed, a cheaper car won't be
| |
| | creates an all too strong presence of
|
| anywhere near as fast as a more expensive
| |
| | repetition pretty early on in the game -
|
| one - naturally, this means it is highly
| |
| | SRS is definitely enjoyed more in short,
|
| unlikely you'll finish the "Street Mode"
| |
| | periodic doses. It also doesn't help that
|
| with only one or two cars. Just about
| |
| | most of the game, bar a few tracks here
|
| everything you would expect is on offer
| |
| | and there, is played out in the same
|
| here, whether it be suspension and brake
| |
| | night time city environment (again, very
|
| upgrades, to turbo and nitro systems, so
| |
| | similar to NFS:U2). The same scenery over
|
| be prepared to spend some deep thinking
| |
| | and over again does become rather bland.
|
| minutes tweaking your ride to find the
| |
| | One area where SRS could have made a
|
| best combination possible. Luckily, there
| |
| | difference variation wise was the police
|
| are descriptions of each item and your
| |
| | system, seeing as it is primarily ignored
|
| car's performance numbers are updated in
| |
| | by this genre. They do exist in SRS, but
|
| real time to compare items, so even if
| |
| | only when you're travelling around the
|
| you have absolutely no idea you can still
| |
| | city looking for races, not in actual
|
| see what's appropriate easily enough.
| |
| | races. With this in mind, they're really
|
| There are two basic currency's in Street
| |
| | much more of an annoyance than a cool
|
| Mode - respect and cash, both of which
| |
| | feature, which is such a shame.
|
| are earned from competing and winning in
| |
| | As mentioned before a lot of the game
|
| events. Respect is basically just a way
| |
| | does feel like a port and the visuals are
|
| for the game to regulate what events you
| |
| | another example of this. While the cars
|
| can and can't participate in, whilst cash
| |
| | themselves do look reasonably nice, the
|
| obviously regulates what cars and items
| |
| | environments and character models (such
|
| you can and can't purchase, which cost
| |
| | as the 3D representations of the
|
| roughly what you could expect to pay in
| |
| | girlfriends) do look basic and generic
|
| the real world (when purchased new
| |
| | for a PC game. This is a genre on the PC
|
| anyway). The actual amount of cars on
| |
| | which has high visual quality standards
|
| offer isn't that impressive though, at
| |
| | and while SRS isn't exactly ugly, it
|
| least the amount of unique cars isn't -
| |
| | doesn't redefine any of these standards
|
| while there are 50 cars included, the
| |
| | either, not by a long shot. The game also
|
| amount of actual models is far less. For
| |
| | doesn't look very "sharp" - even when
|
| example, Nissan have 2 unique models; the
| |
| | playing in high resolutions you get a
|
| 350Z and Skyline, which both have a 4 to
| |
| | feeling of "blurred vision" usually
|
| 5 sub-models that only differ very
| |
| | associated with low quality textures and
|
| slightly. The lack of a huge range of
| |
| | "jaggies". Perhaps it was deliberate, but
|
| unique models creates a sense of
| |
| | there is certainly a lacking of "crisp"
|
| restrictions when it comes to selecting
| |
| | in the visuals regardless. As far as the
|
| cars towards the end of the game - there
| |
| | controls go, we had no problems setting
|
| are only probably two at the max that are
| |
| | up SRS to use our gamepad and map any
|
| going to be any good in the later stages
| |
| | function to any button (or axis) we
|
| of the game, making most unique models
| |
| | wanted, which is a relief.
|
| redundant pretty quick.
| |
| | So, is SRS a poor man's NFS:U2? Whilst it
|
| Before rounding up the analysis of Street
| |
| | does share quite a few similarities, it
|
| Mode, it must be said one more "currency"
| |
| | isn't necessarily a replica, but on the
|
| exists, and that is "girlfriends". You
| |
| | other hand it is definitely not its
|
| earn girlfriends by completing tasks for
| |
| | superior. SRS does have some intense
|
| them around the city, but these are dull,
| |
| | racing on offer and the amount of content
|
| repetitive and quite simply dead easy,
| |
| | is impressive, however there just isn't
|
| and seeing as each girlfriend comes
| |
| | anything here that really strikes out as
|
| conveniently packaged with a sexy dance
| |
| | unique - the cars and modifications are
|
| video clip (the girls are real models,
| |
| | all pretty expected, the environments and
|
| not polygons :)), it is clearly obvious
| |
| | racing modes are all generic, and the
|
| that this is nothing more than a bit of
| |
| | unique features, such as "girlfriends",
|
| easy to obtain eye candy for the
| |
| | don't add up to anything significant. SRS
|
| heterosexual male audience when they bore
| |
| | is a solid street racer, but certainly
|
| of the game's other modes.....which isn't
| |
| | not at the top of the list in the genre's
|
| necessarily a bad thing, just a pretty
| |
| | hierarchy - it will likely appeal to fans
|
| "yeah, well we could have done it in our
| |
| | of the genre more than new comers but
|
| game too" sort of thing that doesn't
| |
| | probably won't keep the majority of
|
| really achieve anything.
| |
| | either demographic occupied for long due
|
| Surprisingly enough, the game actually
| |
| | to its repetition.
|