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Smart Reviews

XRATED

You have stepped into the maelstrom that is Xbox Nation’s reviews section and, boy! are you in for it now. Using sophisticated tracking equipment on loan from Lower Eastern Grambia, we’ve managed to gather together a fine band of sharp-eyed reviewers to critique the latest, greatest, and sometimes, lamest, Xbox titles.

Sports Illustrated reporter Jeff Pearlman jumps on board as a special guest critic to review World Series Baseball and All-Star Baseball 2003. We’ve also got reviews for James Bond: Agent Under Fire, Hunter: The Reckoning, Spider-Man, not one but two soccer titles, and a certain little grog-filled nowhere we like to call Pirates: The Legend of Black Kat.

Inside
080 
Hunter: The Reckoning
Or: the zombies ate our brains.
082 
Spider-Man
Excelsior!
084 
World Series Baseball
There is joy in Mudville.
086 
Blood Omen 2
Vampires suck it down!
088 
Rallisport Challenge
Rally around the Xbox, boys.
090 
All-Star Baseball 2003
Now minus the stars!
090 
ESNP NBA 2Night
2Mediocre.
091 
Spy Hunter
Let the hunt begin.
091 
Crash Bandicoot
Marsupial madness?
091 
Smashing Drive
We call it “Smashing Wreck.”
091 
Pirates: The Legend of Black Kat
Yarrrgh! Pass the grog, mate.
092 
2002 FIFA World Cup
Soaring soccer.
092 
ESPN MLS Extreme
It’s as extreme as a pen cap!
092 
Knockout Kings 2002
Let’s get ready to rumble.
092 
Blitz 20-20
Another year, another Blitz.
093 
James Bond: Agent Under Fire
One review, shaken not stirred.
093 
Gauntlet: Dark Legacy
None more dark?
093 
Burnout
Better than fading away.
093 
Moto GP
The GP is for “Good and Pretty.”
094 
Rewind
Forward to the past
How we rate

Like all forms of entertainment media, video games are certainly a big business and we’re not blind to that. Frankly, however, we don’t care.

Here at Xbox Nation, we’re not cemented to the standard “graphics/gameplay/sound /should I buy it?” routine. If that’s what you’re after, we suggest you look elsewhere. Our rating scale is strict. We have little patience for games that merely exist to fill a market niche or exploit a vapid, tired franchise. New games, ideally, should bring something new to the table. Most importantly, they should entertain.

Our rating scale runs from zero to 10. Zero is video feces, pure and simple. Ten is about as close to perfection as any game is likely to get. Five is sheer mediocrity. Let us know if we get the grades right by writing to us at XBN@ziffdavis.com .

HUNTER: THE RECKONING
Blow off some steam. And some zombie heads.
Dev : Digital Mayhem
Pub : Interplay
Players : 1-4
Gimme Gimme : Violence
Release Date : Out Now

Police Cops Homer Simpson and Lance Kaufman star in their most gory adventure to date. And boy, will the chief’s face be red after his skin’s been pulled off…



Enjoy the pain? Crave the violence? You need some Hunter, we reckon.

The most exciting aspect of video game development is the forging of virgin ground; crafting original gameplay paradigms, birthing new genres, and inspiring evolutionary approaches to the manner in which we interact with the images on our screen.

Despite its rough edges, Hunter: The Reckoning is an early contender for dark horse of the year …

Development is also, however, a forum in which to refine the art of killing the sh*t out of like six billion zombies, trampling their corpses, and staining your skin with their blackened blood. Enter Hunter: The Reckoning.

From its gruesome opening moments to its savage final boss, Hunter is sheer, unadulterated, cathartic violence. It harkens back to the days when we’d spend entire days dropping quarters into the local Gauntlet coin-op machine, and entire nights beating Golden Axe six times over on our Sega Genesis. It unabashedly foregoes trivial details such as “a coherent story” and “varied forms of gameplay” in favor of turning lots of undead zombies into lots of dead undead zombies with the help of your trusty boomstick. And it does so with the sort of graceful control and visual panache that we haven’t seen since the 16-bit era.

What makes Hunter so compelling is the tactile simplicity of its hack ‘n’ slash (‘n’ shoot) gameplay. Puzzles are few and far between, and those that do crop up are mostly of the “find a key/use it to open a door’’ variety. What the game boils down to is a series of unreasonably lopsided battles between you and endless hordes of bloodthirsty monsters. The variety of moves (and the bounty of enemies upon which to employ them) provides the game’s depth; cutting a zombie’s arms and head off with a machete, and then blowing a shotgun hole directly through its armless/headless corpse while cartwheeling out of its path never grows tiresome. Freedom of movement is another key; characters are able to move and fire in independent directions using the dual analog sticks, a la Smash TV. Quite simply, this is a more organic approach to the genre than constrained turn/shoot/turn/shoot monotony.

The collection and conservation of magic adds another element to Hunter’s simple gameplay dynamic. It also shows off the game’s real-time light sourcing to stunning effect.

Pro Tip: Resist the temptation to “negotiate” with the zombies. Instead, slay them.

While it’s not pushing any technical boundaries, Hunter was designed for the Xbox hardware-and it shows. Character models are sharp and defined, impressive environmental effects permeate the well-drawn locales, and dozens of enemies simultaneously fill the screen without slowdown. The context-sensitive music elegantly swells from provocative ambient soundscapes to cinematic crescendos, and enemies are both varied and suitably nasty. Aesthetically, Hunter succeeds on nearly every level.

Often, however, the game’s concessions to realism feel random and contrived. Small touches are nice (like animations for your character sheathing his sword, then reaching back and pulling out a shotgun), but preventing the player from accessing certain areas via “invisible walls” is lamer than jock itch. Multiplayer mode presents its share of problems as well; the difficulties inherent in a fully 3D camera quickly become apparent, and you’ll find yourself doing the running man up against the edge of the screen quite regularly.

But these are minor flaws. Despite its rough edges, Hunter is an early contender for dark horse of the year. Its difficulty curve progresses gracefully, its atmosphere is immersive, and its visceral punch is straight to the gut.

Evan Shamoon

Eight out of Ten
Sir Diesalot
Like The Who said, “It’s very, very, very, very hard.” The game, that is.
One thing about Hunter: The Reckoning you may not be prepared for is that it’s hard…very hard. Fortunately, this difficulty does not stem from troublesome controls or a seizure-prone camera. Rather, it’s the BILLIONS UPON BILLIONS OF ZOMBIES TRYING TO KILL YOU AT EVERY TURN. Enemies are so numerous and powerful that every single lost life counts, which means lots of restarting from earlier save points in order to win. Death be not proud in Hunter, but all too common.
SPIDER-MAN
Face front, true believer. Spider-Man brings the pain in the Mighty Marvel Style …
Dev : Treyarch
Pub : Activision
Players : 1
Web : Entangled
Release Date : Out Now
With great power comes the great responsibility to punch robots in their stupid robot faces whenever possible. Here, Spider-Man punches robots in their stupid robot faces.
You’ll believe a man can fly—or at least soar across the New York City skyline on a few strands of faux spider’s web.
Airborne Arachnid
Now you may be asking yourself, “Just what the heck is Spider-Man swinging from?” Well, to be honest, he seems to be swinging from the sky. It’s okay though, because it’s just a video game based upon a comic character who is, in fact, not real. Just keep swinging, kid, and try not to look downward. Or let go …

Excelsior! Translated from the Latin, the word means “still higher,” and has become the catch phrase for what’s now accepted as the Mighty Marvel Universe. It’s also the philosophy driving Activision and its development arm Treyarch to create bigger and better games featuring supermen in super-tight longjohns.

On a spider’s web the 3D adventure Spider-Man soars still higher. It’s the most ambitious Spider-Man game to date, taking the wall-crawler across gorgeous New York skylines, and pitting him against a collection of black-hearted knaves straight from the comic books. As with any heroic tale, there’s some stumbling along the way as well as a few reversals that serve to gum the engine—but in the end Spider-Man, as rendered by Treyarch, really does whatever a spider can. And that’s a quite a feat.

Spider-Man uses the plot of the Spider-Man movie as its launching pad. Players take the role of hero Peter Parker as he dons the tights to become Spider-Man and attempts to squash the villainy of the Green Goblin; the story is fleshed out by the addition of such costumed cruds as Kraven the Hunter, the Vulture, the Shocker, and the Scorpion. Actors Tobey Maguire and Willem Dafoe provide the voices for Spider-Man and the Goblin, respectively, and Bruce Campbell (he of Evil Dead fame) pitches in as the game’s smarmy narrator.

Fun Fact: Spider-Man once had his own “Spider-Mobile.” The writer who thought that gem up went on to be ridiculed by his peers and later died in a puddle of his own bitter tears.

With all of Spider-Man’s powers intact, players are afforded a great deal of freedom as to how to tackle most of the game’s missions. Old web-head can crawl on walls, creep across ceilings, and take a flying leap off a building, plummeting for a bit before firing off a web line to swing on. Spider-Man can also use his tremendous agility to perform special kick-and-punch combinations on hapless enemies, or paralyze foes by wrapping them up in webbing. While attached to a ceiling, our hero can drop directly onto an enemy’s head and administer a bit of strict justice while the stricken sap dashes about in a panic.

The Clone Wars!
Once, when Marvel Comics let chimpanzees write its comics, Spider-Man met his clone. Readers wondered “Could things get any more stupid?” The answer was yes, and Marvel dragged “The Clone Saga” out for years until readers forced the restoration of the one, true Spider-Man. Now let us never speak of this again.
Spider-Man, as rendered by Treyarch, really does whatever a spider can. And that’s quite a feat.

A brand-new feature allows Spider-Man to fight while web-swinging, and the levels featuring Spidey duking it out with the Vulture and the Green Goblin are simply superb. A lock-on feature, which is equal parts curse and cure-all, allows players to select an airborne enemy at will; once chosen, the camera shifts to (hopefully) show both Spider-Man and his prey. Though it’s initially hard to determine what’s going on during the game’s aerial fights, the stunning vistas and jackhammer adrenaline rushes elicited by these scenes more than make up for any deficiencies.

A temperamental camera flips and jumps with great frequency, and helps to sink some of the game’s indoor-based levels. Simply, the camera is not very good at choosing where to go when Spider-Man attaches himself to a wall or ceiling and this, coupled with a rather unforgiving difficulty level, turns frantic moments into frustrating, punch-the-wall extravaganzas. While storming a rickety bell tower that the Vulture’s claimed as his hideout, players will be treated to a stomach-turning series of camera jerks; as the Vulture hurls endless waves of grenades and Spider-Man is mercilessly pursued by various explosive devices, the camera itself functions as a de facto enemy—and possibly the deadliest one of all.

Greg Orlando

Seven out of Ten
WORLD SERIES BASEBALL
Sports Illustrated reporter Jeff Pearlman finds tao in the Yankee Stadium bleachers
Dev : Blue Shift/Visual Concepts
Pub : Sega
Players : 1-2
World : Serious
Release Date : Out Now
Here’s an interesting picture: Pedro Martinez was the spokesman for the lame World Series Baseball 2K1 and World Series Baseball 2K2. Jason Giambi is the spokesman for World Series Baseball.



There would be joy in Mudville if the Mudville Nine were included in World Series Baseball.

In my five-plus years as a baseball writer, I have covered, oh, 20 or so games at Tropicana Field, home of the putrid Tampa Bay Devil Rays. With its greenish-gray backdrop and half-empty stands, Florida’s largest dome is, in a word, horrific. Some call the stadium baseball’s largest tuna fish can. I call it unregulated indoor crap. To watch the Rays in Tampa is to induce oneself into a Legends Of The Fall-sized coma.

This, alas, is my number one reason World Series Baseball is the best sports video game of all time. Despite its kickin’ graphics, vast pitch selections, and endless buffet of batting stances, I still got bored playing at the (virtual) Trop. It is a sucky building in real life, and in the gaming world it bites even more. Bravo.

If realism is the ultimate goal of the game maker, then World Series Baseball is the Mona Lisa of games.

If realism is the ultimate goal of the game maker, then World Series Baseball is the Mona Lisa of games. In the sixth inning of a Rangers-Reds contest, a bird flies above second base. Not for any real reason—just because birds tend to do such things. Nestled behind the outfield wall of Comerica Park are the buildings of downtown Detroit (stumbling crackheads not included). As he waits for the pitch to arrive, Padres outfielder Ray Lankford’s knee twitches and his bat twirls. At the plate, Boston’s Jason Varitek wears a shin protector on his right leg. San Francisco righthander Livan Hernandez throws a nasty sinker that eats righthanded hitters up, Detroit righthander Steve Sparks’ knuckleball is as unpredictable as a WWF Storyline, and Pedro Martinez’ fastball shakes and jumps like Emmanuel Lewis after three beers. It is, at 97 mph, unhittable.

The screens tell the story: Sega has made up for its past two years of baseball mediocrity with what may be the finest baseball game we’ve ever played. Bravo.
Shea Spectacular
As a New Yorker, I have visited crumbling Shea Stadium more than 100 times, and—except for the ubiquitous crazy drunk guy in Section C, Row 206 eating a hot dog and bragging about the day he said hello to Junior Ortiz—World Series Baseball’s Shea is an exact replica. The scoreboard. The skyline. The big red apple behind the rightfield wall. Even the dimension. Perfect.

Best of all, the game plays beautifully and with conviction. Roger Cedeno gets good jumps and steals bases with relative ease. Jason Giambi does not. Roger Clemens’ fastball hums at 95 mph with pinpoint accuracy. Brian Mohler is a bum. Righthanded hitters fare better off lefthanded pitches (and vice versa). Stick Orioles catcher Brook Fordyce behind the plate and he’s rock solid. Move him to shortstop, and the Es never stop.

I was happy to find that World Series Baseball hardly requires a Master’s Degree in Hand-Held Controller Robotics. Everything is very simple and clean, and with the click of the “Start” button—lest one forgets—there’s an on-screen diagram explaining which button does what. Indeed, despite our limited IQs, after no more than 10 minutes of goofing around my wife and I found ourselves locked in one of those epic clashes you’ll be reading about 50 years from now. I was the Royals. She was the Cubs. The stadium was the Metrodome. The final score: 12-3. She, uh, won.

Complaints? Only a couple. There is a team of Hall of Famers who look nothing like Hall of Famers (unless Yogi Berra was once tall, with Clark Gable features). A pitcher can plunk 856 batters in a row and receive nary a warning. The instant replays are ridiculously awkward. And Florida rightfielder Kevin Millar is nowhere to be found.

But fret not. World Series Baseball kicks ass. Just stay away from domes.

Jeff Pearlman

Nine out of Ten
BLOOD OMEN II
New research shows souls to be low in fat, high in protein
Dev : Eidos
Pub : Crystal Dynamics
Players : 1
Bloody : Goodness
Release Date : Out Now
Obscure reference number one: “Not the craw! The craw!”
Dark Gifts
As Kain hunts down and slays fellow vampires, he rudely slurps away their special abilities, known as Dark Gifts. Sadly, most of these powers, such as Telekinesis, are merely superficial; assuming the form of Mist, Mind Control, and Immolation actually just help our once-proud King of the Undead flip switches or push crates.

The original Blood Omen: Legacy of Kain was atmospheric and neatly crafted, getting by as much on style as substance. It was, arguably, the most interesting 2D game the PlayStation ever offered. The years since have seen the Soul Reaver spin-offs, but Blood Omen 2 brings the vampire hero Kain himself into the three-dimensional 21st century. It’s a safe bet that if you enjoyed the previous games you’ll like this one too. Others may need a little convincing.

Taking place 200 years after Blood Omen, Omen 2 finds Kain waking up from a vampire coma. The powerful Sarafan Lord has stolen Kain’s empire and his fabled sword, the Soul Reaver, and vampires are being systematically hunted down by the Sarafan’s minions. However, a small rebel group has revived Kain in an effort to fight back—and Kain, of course, has his sights set on ruling the world again.

Gameplay is a mix of beat-’em-up action and puzzle solving, and the graphics are a cut above average—much better than in the PlayStation 2 version, at any rate. It’s generally atmospheric, with nicely varied level designs and a few gory surprises. It looks, in fact, almost exactly like the original rendered in 3D; even Kain’s trademark “projectile blood suck,” which enables him to drain victims from a surprising distance, has been retained. Overall, however, it must be said that the game is good looking without really being anything spectacular.

Things got messy after Kain decided to forego the collection human souls, instead taking advantage of “All-you-can-eat Shrimp Mania” at Red Lobster.
Above, bottom: Kain’s early attempts to build a notepad holder in wood shop went horribly awry and many were killed.

The control is fairly crisp and responsive; in combat each different weapon Kain picks up has a different set of attack moves, and blocks actually follow the strikes of each combo. This doesn’t exactly keep the fighting from getting repetitive, but that’s been a problem with every beat-’em-up since Double Dragon, so you can’t really find much fault there.

Thanks to great textures and nice architecture, many of Kain’s environments look superb. The animation system, however, could use a bit of polish.

Over the course of the game Kain earns a number of Dark Gifts, from blending into the mists to setting opponents on fire with his mind. These powers are (mostly) pretty cool, but BO2 is not big on exploration. The levels are completely linear, and every puzzle has exactly one way to solve it—to the point where, on occasion, a Dark Gift simply won’t work if it’s not the one you’re supposed to use. Still, this also means it’s impossible to get lost, and in general it’s just challenging enough to keep you interested without becoming frustrating. In fact, the only real problem with the design is that continue points are either placed pointlessly close together or maddeningly far apart—a small knock, but a significant one.

[Omen 2] is generally atmospheric, with nicely varied level designs and a few gory surprises …

However, as with the original, BO2 gets by as much on style as it does on substance. The storyline rambles a bit, but takes a lot of twists and turns, and the characters are engaging. The dialogue is, admittedly, rife with cliches, and at one or two points it’s just shy of eye-rolling. On the upside, the voice acting is uniformly excellent, and so in spite of the dialogue you buy into it anyway—although Kain’s “Flaye Victus!” battle cry is conspicuously missing.

Blood Omen 2 is definitely not for the squeamish, but if you’re looking for a cold, ruthless, and literally bloodthirsty antihero to keep you occupied for 15-20 hours, Kain definitely fits the bill.

Jeff Lundrigan

Seven out of Ten
In trouble with the boss?
Use those Dark Gifts, young man …

One really odd thing about Blood Omen 2 is that the boss battles are sort of inversely difficult. Faustus, the first boss, arguably takes the longest to beat—not because he’s especially tough, but because you have to use puzzle solving as well as combat skills (or simply find ways of using combat skills differently than you would with lesser minions).

In fact, each boss battle is divided up into three stages, and after a time you simply get used to looking for ways to use Kain’s Dark Gifts while dodging the boss’ attacks, until by the end, the final boss is actually a bit of a snap. This isn’t a good or bad thing, incidentally—just odd.

RALLISPORT CHALLENGE
My other Rally game’s a Sega
Dev : Digital Illusions
Pub : Microsoft
Players : 1-4
Bump : mapping
Release Date : Out Now
Driven
Digital Illusion’s graphics engine renders sunsets as if it were designed for that particular purpose. Watching the replays is like being stuck in a Nissan ad.

If Rallisport Challenge found itself in the unlikely position of sharing an arcade with Sega Rally, it would probably cough up just a few coins at days end, while Sega’s mud-covered classic gently tipped to one side, eventually spilling quarters all over the floor like a fresh haul of shrimp. And then the shrimp would play Sega Rally too.

It’s not the most glowing introduction, but then Rallisport Challenge doesn’t give you one either. With a nod to real-world rallying, RC has you driving solo on long tracks in Hill Climb and traditional Rally modes, competing against your opponent’s time rather than his car. It’s uninspiring at first, but eventually you begin reading the little gauge in the top left of your screen. It splits the course up into blocks and matter-of-factly turns them red or green as you pass checkpoints, indicating whether you exceeded or fell short of your opponent’s “ghost” time. The tension mounts when you’re three blocks into a course, they’re all red, and you have just three to go—you’d better not James Dean that next bend. Out of nowhere, what seemed like a passionless toil becomes a red-hot race—and what seemed like just another average rally game grows wings and takes off.

Out of nowhere, what seems like a passionless toil becomes a red-hot race

There’s more traditional head-to-head racing too, in the Rallycross and Ice Racing championships (and multiplayer split-screen if you’re in the mood), and the cleverly programmed Al cars are always just tough enough to give you a decent workout.

If Rallisport fails on any level at all, it’s the personality test. Overly long and unimaginative tracks punctuate the wide selection of courses and it’s impossible to know them all well enough to become fond of their individual traits.

It’s all right, though, because even if you can’t remember every bend and jump in every course, you’ll be happy enough just staring—shrimp-like—out of the window as you pass. Rallisport comes within a hairsbreadth of photorealism, and on your first go round on the Mediterranean tracks you’ll throw a couple of races by pulling over on the edge of a mountain pass to stare at the Kodak-moment sunsets.

There’s no such car as a Peugeot in this country. It means “plump cat” in Europe.
Reflections, wheels that are actually round, and beautiful skies. Ahhh, yes.

Digital Illusion’s mix of arcade power-slide-physics and realistic courses means that it will take more than a few races before you warm to its many charms. What begins as an object lesson in patience pays progressively bigger dividends as you conquer each championship—not just with new cars (though there are enough) and tracks (there are 45 of them), but with something far better: pride. It comes from building a career in the game over many days and nights where the races get tougher and the margin for error shrinks to nothing before eventually demanding a next-level commitment that you have to dig deep to supply.

Simon Cox

Eight out of Ten

Out of nowhere, what seems like a passionless toil becomes a red-hot race …

ALL-STAR BASEBALL 2003
Dev : Digital Illusions  Pub : Microsoft  Players : 1-4  Bump : mapping  Release Date : Out Now

Here’s a strange and unusual happening: A New York Met pitcher throws a meatball that’s knocked out of the stratosphere.

All-Star Baseball has one thing going for it, but that one thing is golden: You can seriously maim people. In three innings against the Cleveland Indians, I hit 15 players in the head with 95-mph fastballs. Nine suffered broken ribs (admittedly, an odd reaction to a ball in the noggin). The other six just limped over to first. Four pitchers were ejected. Now that’s catharsis.

That Acclaim has produced some of the best sports software on the market makes one wonder what yutz approved ASB, what with its choppy movements, mediocre graphics, and limited control options. You can play in a multitude of stadiums, but unlike the best games on the market (World Series Baseball is a prime example), none of the arenas here have character. Yankee Stadium might be the House That Ruth Built, but to ASB it’s just backdrop. It affects gameplay not one iota.

ASB lacks the simple things that make great baseball games, well, great. Except for the three-second span when hitters approach the plate and we are granted a close-up, all of the action is miles away. The fans are a blur. The players seem to have emerged straight out of the Atari 2600. There is no minibox in the corner to show where runners are located. There is no diagram pertaining to a hitter’s hot and cold spots. Although Randy Johnson owns four Cy Young awards and Dave Burba is a perennial punching bag, in ASB their pitch velocity and movement is identical. How did that happen?

Jeff Pearlman

Four out of Ten
ESPN NBA 2NIGHT
Dev : Konami  Pub : Konami  Players : 1-4  Close but : No cigar  Release: Out Now

The standard jump shot animations in 2Night are perhaps the best the genre has ever seen. We’re not very big fans of seeing them when we go up for a layup or dunk three feet from the basket, however…

Over the years, basketball games have proven to be a lot like first dates: usually fun, but rarely—if ever—ultimately satisfying. Konami’s most recent hoops attempt is certainly competent; but on a platform which lays claim to three of the finest polygonal renditions of the sport ever created, there is simply nor room for mere competence.

From the initial loading screen to the end-game celebrations, ESPN NBA 2Night is rough around the edges. Navigating through the various menus is a headache-inducing endeavor, and in-game graphical bells and whistles are kept to a minimum. Player models are inconsistent at best; low-resolution textures and sloppy construction make for unconvincing close-ups. Animation is spotty as well, with altogether too many awkward movements and jerky collisions. Rebounding is not realized very well, and the passing game is flawed.

That said, there are certain areas in which 2Night excels. Mid-move transitions, in particular, are executed with surprising grace and fluidity, and the “fake” button allows for some subtle hesitation and ill-nasty breaks. The ball has a nice weight to it, and netting a triple feels (and looks) quite accurate. Playing this game is not unenjoyable.

Stuart Scott provides mildly entertaining commentary and it’s got all the requisite play modes but, at the end of the day, 2Night simply falls a bit flat. It’s a huge leap past the original Dreamcast version, but this simply can’t compete with the true ballers.

Evan Shamoon

Five out of Ten
SPY HUNTER
Dev : Point of View  Pub : Midway  Players : 1-2  Spies : Don’t Like Us  Release Date : Out Now
As a PlayStation 2 game, Spy Hunter’s graphics were passable. As an Xbox game, they’re simply sub-par.

For those old enough to remember when Must-See TV consisted of The Cosby Show and Family Ties, the original Spy Hunter represents a pinnacle of arcade gaming.

The new Spy Hunter—a PlayStation 2 port—doesn’t really represent a pinnacle of anything, but it does feature a remake of the Peter Gunn theme by nu-metal outfit Saliva, who contributed the puzzling chorus “Come on and let the Hunt be the Hunted/Get in my way and I’ll be blowing up something.”

Sadly, “blowing up something” isn’t quite as much fun as it should be, thanks primarily to some muddy graphics. Spy Hunter is incredibly dark—a problem made worse when damaged vehicles ahead of you spew plumes of smoke in your direction.

The camera puts you behind the G-6155 Interceptor, which transforms into a boat and motorcycle when appropriate, as you blast your way through 14 levels while taking on the vaguely evil and presumably spy-oriented Nostra International. The Interceptor sports weapons that harken back to the Reagan-era game—machine guns, missiles, etc.—but the levels place too much emphasis on lame secondary missions like tagging boats with tracker units. What’s more, these levels are all too brief, checking in at five to seven minutes apiece. You do the math-this game is short. And not so sweet.

There are some nice bonus features, including a hidden version of the original game, but it’s simply not enough.

Dan DiGiacomo

Five out of Ten
PIRATES: THE LEGEND OF BLACK KAT
Dev : Westwood  Pub : Electronic Arts  Players : 1  Grog : Orlando  Release Date : Out Now
Pro Tip: Yelling, “It’s time to taste the cold, cold steel, ye scurvy dogs!” while playing this game will make you feel more like a pirate.

Yarrgh! Legend has it that if ye put two mediocre games together on one disc, ye can beguile the witless into thinking ye’ve got one good piece of swag. Shiver me timbers, but it just ain’t so.

Pirates: the Legend of Black Kat comes highly recommended, but only if you’re inclined to randomly blurt out the following phrases, loudly and in a pirate’s voice while playing: “Yeargh! It’s the broadsides for you!” and “Grog and plunderin’ keeps me warm at night!” As buccaneer Katarina de Leon, you run around a series of bland island environments performing mind-shriveling fetch quests for characters who, quite frankly, should be collecting their own flowers and such; engaging in simplistic sword battles; and digging up buried treasure that’s revealed when the Xbox controller decides to shake and spasm with force enough to crack pavement.

Traveling between islands on a cannon-packed ship stands as the better half of Pirates. Thrilling sea battles are fought arcade-style, complete with special weapons and instant ship repairs. A loony camera eliminates the possibility of catching these battles in all their glory (glory in Pirates, of course, being a relative term), and the game’s odd predilection for nighttime levels ensures that players will be doing double duty fighting and squinting.

Though neither portion of Pirates can be considered horrid, the shoehorning of two lackluster games makes for a legend best forgotten, and a treasure to be buried. Deep.

Greg Orlando

Five out of Ten
CRASH BANDICOOT: THE WRATH OF CORTEX
Dev : Traveller’s Tales  Pub : Universal Interactive  Players : 1  Crash : Same old coot  Release Date : Out Now
Who’s Crash, you’re wondering? Well, we’re still not sure, but we do know he likes collecting fruits, crystals, gems, relics, and other fun stuff.

Crash Bandicoot: The Wrath of Cortex knows where its bread is buttered and, make no bones about it, it’s from someone else’s crock. If there’s a good idea out there, rest assured Crash has swiped it. If there’s a mediocre idea to be had, chances are Crash has burgled it, too. The game pilfers some tenrible ideas as well, with the rationale being that thinking up something new might be time consuming.

Crash marches the parade straight down Cliche Boulevard. The manic bandicoot collects fruit, jewels, and other trinkets; smashes crates galore; and engages in all sorts of kooky platform-based action. It’s a slow level when some huge beast doesn’t smash through the walls and chase Crash ad nauseam and an even slower level that doesn’t feature some wacky vehicle that wants piloting. In the laziest move of all, even the game’s boss characters are based on the four elements.

Yet Crash reeks of solid workmanship. The Xbox version contains graphics worth staring at and load times that have been shortened appreciably from those seen on the PlayStation 2. The chase scenes are just harrying enough to quicken anyone’s pulse, and the game does an excellent job of switching gears to stave off any boredom that might ensue. In the colorful lingo of the streets, this bandicoot has game—and the fact that it’s someone else’s game (actually multiple someones) shouldn’t deter anyone from taking this marsupial for a spin. Or two.

Greg Orlando

Six out of Ten
SMASHING DRIVE
Dev : Gaelco S.A.  Pub : Namco  Players : 1  Earsplitting : Headache  Release Date : Out Now
Smashing Drive is one of those titles that makes us reconsider our career paths. In fact, tomorrow, we’re going to become alchemists.

Imagine taking everything that was good about Crazy Taxi and San Francisco Rush, and putting it all together in one game. Now, imagine doing the exact opposite of that. The result would look and play an awful lot like Smashing Drive.

Actually, Smashing Wreck would be a more appropriate title; in many ways this is a blueprint for making a game as annoying as possible. The idea is to race a rival taxi driver through the streets of New York (although since you never pick up a single passenger, it’s unclear why being in a taxi is even relevant). One or two bits of business here show smudges of creativity—like driving through burning buildings or chasing King Kong up a skyscraper—but mostly you’re reduced to hitting very mundane ramps and grabbing largely uninteresting powerups. Your computer-controlled opponent glides through traffic, never slowing down or making a single mistake, so the challenge mostly consists of finding the one or two magic shortcuts on every level that can put you ahead-find them, you win. Miss them, you lose. Period.

There are a total of nine levels through four different sections of the city, plus a few pointless bonus areas, but for all the frustration of its trial-and-error gameplay, Smashing Drive can still be beaten in a few hours. However, it’s recommended you turn off the soundtrack after the first 10 minutes, or risk nausea and headaches the likes of which haven’t experienced since that Pokemon seizure incident. Awful.

Jeff Lundrigan

Three out of Ten
2002 FIFA WORLD CUP
Dev : EA Sports  Pub : Electronic Arts Canada  Players : 1-4  The Best : For now  Release Date : Out Now
Sing it with us: “These are a FI-FA my favorite things…” Uh. Sorry.

With only two play modes—World Cup Tournament (a seven-game series) and Friendly, FIFA World Cup 2002 is about one thing and one thing only: fun.

While other soccer games aim to satisfy all of your simulated soccer needs (from drafting teams and managing a squad’s front office), FIFA seems only concerned with gameplay. Setup is about is quick and easy; within a few clicks of the “A” button, you and your boys are on the pitch and ready to go.

Those familiar with the series will welcome commentary by John Motsen and Andy Gray, as well as the familiar interface; however, playing the game with the Xbox controller will take some getting used to. Also, it seems that every year EA likes to muck around with the game’s pace and various controls, and this year’s version is no exception. In an attempt to make the game play more like watching a televised one, the developers have slowed things down a bit. In other words, at the Professional level, don’t think that the road to victory will be as simple as giving the rock to star Eddie Pope and just guiding him through the defense. Some of the passing schemes have changed as well, such that finding open men for those all-too-important crosses won’t be as easy as it’s been in the past.

Criticisms aside, EA has put together a game that you ‘ll enjoy p laying by yourself or with up to three of your buddies. While it may not be the deepest around, FIFA is just plain fun. And in the final analysis, that goes a long way.

Wil O’Neal

Seven out of Ten
ESPN MLS EXTREME 2002
Dev : Konami  Pub : Konami  Players : 1-4  Coulda : Shoulda  Release Date : Out Now
After receiving its share of victory hugs for the inspired ISS series, the MLS ball bounces, in all ways, badly for Konami.

Based on its pedigree, we had very high hopes for this one; ESPN MLS Extreme 2002 comes from the creators of the glorious ISS series on the PlayStation and Nintendo 64. Sadly, our hopes were dashed the minute we loaded the game.

MLS Extreme 2002 sports more than 100 teams, including real Major League Soccer and national squads. Konami’s even built in a deep general manager mode for those who prefer to toil away in the back office. Replete with a wealth of animations and commentary from Jack Edwards and Luis Tapia (the “Goal! “ guy from Telemundo), MLS 2002 looks great on paper. Unfortunately, the game is virtually unplayable.

An unwieldy interface, endemic to most of Konami’s sports titles, stands as an obstacle between the player and the ever-elusive “fun.” The menus and options become excessive at some point—and MLS simply doesn’t know when to quit. Competent yet uninspired graphics dominate and, adding insult to injury, it typically took about two whole losing matches to figure out how to effectively control the players, switch players, pass, or shoot. From a purely organic control standpoint, this game is light years behind ISS 64…and that is, quite simply, inexcusable.

Konami should be lauded for the attempt. MLS Extreme 2002 has some modes that, were the game more playable, would be gaming time well spent. Instead, difficult controls and a confusing interface make MLS Extreme 2002 an exercise in extreme frustration.

Wil O’Neal

Four out of Ten
KNOCKOUT KINGS 2002
Dev : Black Ops  Pub : Electronic Arts  Players : 1-2  King : By Default  Release Date : Out Now
Knockout Kings is not only the shiniest boxing game we’ve ever played, but also the sassiest.

Electronic Arts’ inbred monarchy Knockout Kings doles out shiny fighters who appear to have been dipped in Turtle Wax and whose connected blows sound exactly like gunshots; there are more phantom punches to be found here than in a rumble between Casper and Hamlet’s old man. It’s boxing gone surreal, complete with referee Mills Lane whose countenance seems to have been melted on a hot stove, and cornermen whose sage advice consists of gems such as “Relax. You’re doing good. Keep working the combos.”

Forget the whole notion of Knockout Kings existing as a boxing simulation; any such pretense is shattered with this year’s go-round. Brawls eschew any sort of skill and are won by the pugilist who lands the most punches in the least amount of time. Blocking, a very useful tool in real-world boxing, has been trimmed in Kings to the point where a fighter will raise his guard for a period of time equal to or less than one full second before dropping it. To the point: punches can only be blocked one at a time, a farcical proposition considering even the lowliest pug in this game can hurl six or so punches in three seconds.

Beautiful and over-the-top knockout replays as well as a terrific force-feed back system that thumps the Xbox controller in tune to a fatigued fighter’s heartbeat, help steer Kings toward competency…and the sheer thrill of pounding the opposition to paste with some fanciful fisticuffs can’ t be easily discounted.

Greg Orlando

Six out of Ten
BLITZ 20-02
Dev : Point of View  Pub : Midway  Players : 1-4  Blitz : Bomb  Release Date : Out Now
Fun Fact: “Blitz” is German in origin, and short for “blitzkrieg.” Blitzkrieg, as the Poles learned in World War II, means “lightning war.”

We’d feel rather safe in saying the 365-day period between Jan. 1 and Dec. 31 wouldn’t rightly be a year if, during that period, Midway didn’t release a new iteration of its classic smashmouth football game Blitz. In fact, Blitz (along with death, taxes, and Dick Clark) is one of the universe’s great constants.

Blitz 20-02 breaks away from the Blitz tradition a bit in that it’s not last year’s model reheated and with four hours’ worth of graphical improvements. This year, the brutality is augmented by eight-man teams and the addition of a special “impact player” for every squad. Th is special player can be assigned to different tasks, be it blocking, blitzing, or running a receiving route, and the addition of a wild card of sorts to each play adds new depth to the title. This impact player does little to offset the imbalance between the overemphasized pass game and the rather limp running offense, but it’s a nice idea nonetheless.

Sharp and smart, Blitz 20-02 burns the NFL’s rulebook and allows for unparalleled arcade-style mayhem. It’s great fun to mug a receiver before the ball reaches his hand, or bodyslam a hapless quarterback to the cold, cruel Earth; after a play, the recently tackled can be leg dropped, elbowed or similarly molested. Goofy commentary accompanies the on-screen action, and the developers have put in their requisite time to beautify the graphics so they’re worthy of the Xbox. Put a hearty seven up on the board for Midway.

Greg Orlando

Seven out of Ten
JAMES BOND: AGENT UNDER FIRE
Dev : Electronic Arts  Pub : Electronic Arts  Players : 1-4  Bond : Lames Bond  Release Date : Out Now
Wouldn’t it be cool to play a game wherein the hero was a secret agent who was always being set on fire? You could call it “Agent on Fire.”

Many still see Rare’s GoldenEye as the undisputed champion of console first- person shooters. Now, as EA makes its latest attempt to revitalize the sagging James Bond license, we find the veteran developer still struggling to reclaim that old FPS magic.

Agent Under Fire features an original storyline not borrowed from any of the James Bond films. It includes all the spy doo-dads fans expect—renegade submarines, chemical warfare, and super-hot kung fu babes. But upon closer inspection, we find little more than a paint-by-numbers first-person shooter with a few driving and shooting gallery segments thrown in for variety’s sake. Though the game’s visuals are solid (especially on the framerate-friendly Xbox), the action lacks both variety and challenge. An oppressive auto-aim system, weak enemy Al, and simplistic puzzles keep gameplay straightforward and repetitive. Players are encouraged to find special “ Bond Moves” within the levels to rack up bonus points …in turn unlocking skins, weapons, and multiplayer maps. Unfortunately, most of these are painfully obvious, and the unlockable bonuses less than gratifying. Multiplayer is one of the game’s stronger points, featuring Deathmatch with optional computer-controlled bots, Capture the Flag, and King of the Hill.

But there’s not enough originality here to keep us away from Halo for long. AUFs Bond license may be enough to satisfy serious fans, but others will be balk at its shallow gameplay.

Matt Sammons

Four out of Ten
GAUNTLET: DARK LEGACY
Dev : Midway  Pub : Midway  Players : 1-4  Yes : Again  Release Date : Out Now
Woodrow Wizard and Arthur Conan the Barbarian decided to take a break from plundering and begin slaughtering.

Flawed but solidly fun, deep as a dime, and airy as a zeppelin, Gauntlet: Dark Legacy provides the sort of cerebrum- free action that fairly screams to be enjoyed in 20-minute intervals.

For those unfortunate souls who happened to be asleep or dead for Gauntlet’s previous iterations, the game puts players in the role of a medieval hero thrust into a series of environments where many strange and exotic monsters demand killing with various melee and projectile weaponry. It’s all standard fare, with a few role-playing game elements tossed in for good measure.

The usual criticisms involved with quick-and-dirty Xbox translations apply. Legacy has been poorly ported, so much so we expect the programmers left the job to lower primates, perhaps gibbons or macaques. The game features 30 graphics, as well as an isometric view that tends to show off ugly character and creature models. Players will find the in-game camera positioned down too close to the action—this enhances the view of the shoddy characters while simultaneously reducing a player’s ability to see a lot of Dark Legacy’s worlds.

In the face of these sizable bumps in the road, Legacy manages to uphold its predecessors’ fine tradition of hectic, kill-’em-all, gameplay, and emerges as a game that’s more magic than it is muck. Just don’t bother going solo here; Gauntlet has always emphasized the shared experience and Midway’s dungeons are best crawled with friends.

Greg Orlando

Six out of Ten
BURNOUT
Dev : Criterion  Pub : Acclaim  Players : 1  Side : Impact  Release Date : Out Now
Old-school fans of Sega’s arcade classic Outrun will feel right at home on Burnout’s roads.

If Acclaim’s Burnout seems to come up a hair short, bear in mind the company it keeps; in any other era, this would be top of the line. From Gran Turismo to the free-wheeling of San Francisco Rush and Crazy Taxi, we’re living in a veritable Golden Age for console racing games

Burnout is a terrific-looking game, recreating both the lush green of mountain highways and the cramped cobblestones of roadside villages with aplomb. You get a heady sense of speed here, the control is responsive and suitably arcade-y, and while challenging , the learning curve isn’t all that steep. The Al of opposing drivers is sharp, as they deliberately attempt to push you off the road or into other cars.

Burnout’s main point of hype is its rather spectacular crashes. Roadways are swarming with civilian vehicles, and plowing into one earns a frighteningly realistic wreck. It’s cool eye candy, complete with a handy readout telling you exactly how much insurance money it’s gonna take to fix the damage.

But Burnout also suffers from small, if numerous shortcomings. The monetary damage doesn’t mean squat, and has no real effect on gameplay. Being completely blindsided at an intersection is frustrating as hell, and while the selection of tracks (14 in all) is pretty healthy, the choice of cars is dismal—they may look sorta different, but they break down into three basic categories that all handle about the same.

Burnout is a solid competitor—fast and fun and oddly addictive.

Jeff Lundrigan

Seven out of Ten
MOTO GP
Dev : Climax  Pub : THQ  Players : 1-4  GP : Gross Product?  Release Date : Out Now
Motorcycles are like bikes for lazy people. Motorcycle video games are like motorcycles for lazy AND pathetic people.

While we’ve played more than our share of console racing games, there haven’t been many good ones of late featuring our two-wheeled pal the motorcycle.

Moto GP, which features 10 tracks modeled on real life venues and the likenesses of more than 30 pro bikers, bucks that trend. In fact, the game provides a unique feeling of authenticity and a depth of gameplay to a genre all but buried in a glut of car-based racers.

Newbies to bike racing will be pleased with the game’s gentle but deep learning curve and veterans will marvel at its fancy graphical touches. Even with bump-mapped terrain and up to 20 high-poly bikes on screen at once, the game never drops below 60 frames per second. The high framerate adds amazingly to the game’s sense of speed, and the Xbox’ springy analog sticks provide plenty of control. The controls are simple—one stick is used for turning and the other for gas and brake. Advanced users will also want to master the independent front and rear wheel brakes, and eventually the elusive wheelie. Luckily, there’s a comprehensive training mode to help with the finer points.

Throw in solid arcade and simulation modes and a ton of unlockable bonuses, and we’re left with little to pick on. Even the multiplayer modes, including a system link option, show plenty of polish. Essentially, Moto GP is a game that has the potential to satisfy both gearheads and a good chunk of wannabe bikers alike.

Matt Sammons

Eight out of Ten
Like those Time/Life “hits” CDs you can only buy on TV, XBN presents all its reviews.
Top five games from XBN #2
1

Jet Set Radio Future

Dev : Smilebit Pub : Sega
Maintains the carefree charisma of the original, and provides a beautiful escape from violent realism. Joyous.
XBN Rating Eight out of Ten
2

SSX Tricky

Dev : EA Canada Pub : EA
SSX Tricky is something you can pick up and never again have much desire to put back down. A near-classic.
XBN Rating Eight out of Ten
3

Wreckless

Dev : Bunkasha Pub : Activision
Wreckless has the pick-up-and-play thrills to keep it fresh. Though frustrating at times, it’s still loads of fun.
XBN Rating Eight out of Ten
4

NBA 2K2

Dev : Visual Concepts Pub : Sega
The finest basketball game we’ve played. If Live wasn’t quite your cup of tea, have sip of this and enjoy.
XBN Rating Nine out of Ten
XBN Rating Eight out of Ten
5

NFL 2K2

Dev : Visual Concepts Pub : Sega
Hones a football formula that was invented on Dreamcast to near perfection. Better than Madden.
XBN Rating Nine out of Ten

Halo

Dev : Bungie Pub : Bungie
Whether playing through the game’s incredible story or saddling in for a few rounds of its infinitely addictive multiplayer drama, Halo is nothing short of stunning. You play from the first-person perspective, and you shoot lots of things, but to call Halo a first-person shooter is to do the game an injustice. Halo pushes the structure farther than any game before it, transcending its genre and, in some respects, its medium. Quite unlike anything you’ve ever experienced, Halo is not only the best Xbox game available, but also one of the finest games ever made. Unmissable.
XBN Rating Ten out of Ten

THPS 3

Dev : Treyarch Pub : Activision
Tony Hawk’s Pro Skater 3 is a worthy successor to one of the best games of all time. Quantum leap? No. Fun as hell? Natch.
XBN Rating Eight out of Ten

UFC Tapout

Dev : Dream Factory Pub : Crave
Better than the original UFC on the Dreamcast—but not by much. UFC feels like yet another pretender to the throne.
XBN Rating Five out of Ten

ESPN Snowboarding

Dev : Konami Pub : Konami
The game’s strongest point is the realistic portrayal pf tricks. But there are far better options out there from which to choose.
XBN Rating Four out of Ten

Circus Maximus

Dev : Kodiak Pub : Encore
Tracks are fun(ish), graphics are good(ish), and controls are responsiv(ish). But honestly, the game is simply unpolished.
XBN Rating Five out of Ten

NBA Inside Drive

Dev : High Voltage Pub : Microsoft
A solid first attempt—and easily the most visually polished hoops game ever made—but still second-rate. Maybe next season?
XBN Rating Six out of Ten

New Legends

Dev : Infinite Machine Pub : THQ
Legends is full of uninspired backgrounds, bland water effects, and collision detection that will make your skin crawl. Problematic.
XBN Rating Five out of Ten

WWF RAW

Dev : Anchor Pub : THQ
Raw could not be more aptly named. It’s a work-in-progress that doesn’t provide half as much meat as it does flash and spectacle.
XBN Rating Five out of Ten

Triple Play 2002

Dev : EA Sports Pub : EA Sports
Fans will enjoy the fairly balnced gameplay and intriguing camera angles, but this can’t hold a candle to World Series Baseball.
XBN Rating Six out of Ten

Nightcaster

Dev : VR1 Pub : Microsoft
Bad sound samples and uninspired play damn this game to the island of misfit titles. Cast a spell of forgetfulness on this one.
XBN Rating Four out of Ten

Genma Onimusha

Dev : Capcom Pub : Capcom
A port of the PlayStation 2 version, with its fair share of extras (and extra resolution). Great, aside from the inherent control issues.
XBN Rating Seven out of Ten

ESPN NFL Primetime

Dev : Konami Pub : Konami
ESPN’s still got the best sports coverage around, but those in search of a great football game should look elsewhere. Blech.
XBN Rating Three out of Ten

Azurik: Rise of Perathia

Dev : Adrenium Games Pub : Microsoft
Azurik was clearly rushed, and while it has some interesting concepts, they’re executed in a half-assed manner. Very not good.
XBN Rating Three out of Ten

Batman: Vengeance

Dev : Ubi Soft Montreal Pub : Ubi Soft
This stands as one of the more satisfying Batman games ever…which, granted, isn’t all that impressive. Might be worth a rental.
XBN Rating Five out of Ten

GunValkyrie

Dev : Smilebit Pub : Sega
GanValkyrie proves that it takes more than just cool character designs and flashy graphics to make a great game. Playing GV is kind of like taking the coldest shower. Its “steampunk” premise is as irresistibly sexy as is its heroine, but when it’s time to get a little action, you’re left with frigid controls and mediocre level designs. Mission goals go from killing all the monsters on the level, to…well, killing all the monsters on the level. It isn’t long before you realize that you almost judged on appearances.
XBN Rating Seven out of Ten

THPS 2X

Dev : Neversoft/Treyarch Pub : Activision O2
The improvements are fairly shallow: five new levels and sharper, cleaner graphics than the PlayStation/Dreamcast versions. If you’ve never actually owned Tony Hawk’s Pro Skater 2, however, you’re might want to make this yours. (We believe it’s the best game in the series, and one of the finest games in recent memory.) Do yourself a favor, however, and play it with the Controller S rather than the clunky Xbox pad, as that will make all the difference.
XBN Rating Six out of Ten

Shrek

Dev : Dice Pub : Dreamworks
The graphics are shiny and pretty, while the game is nothing to write home about. Has its moments, but our six was very generous.
XBN Rating Six out of Ten

Dark Summit

Dev : Radical Entertainment Pub : THQ
Extreme sports + extreme combat = extreme stretch. Extremely maybe worth a rental—but honestly, you won’t be missing much.
XBN Rating Five out of Ten

Max Payne

Dev : Microsoft Pub : Microsoft
The PC fave makes a console cameo on Xbox. Flawed in more ways than one. But still one hell of a ride from start to finish.
XBN Rating Eight out of Ten

Amped: Snowboarding

Dev : Ubi Soft Montreal Pub : Ubi Soft
The most realistic snowboarding game out there, but doesn’t make us laugh and cry and go through bottles of Visine like SSX does.
XBN Rating Six out of Ten

Cel Damage

Dev : Pseudo Interactive Pub : EA Games
We’re big fans of cel shading. but this just doesn’t have much soul. Cool concept, but this gets real old, real fast.
XBN Rating Five out of Ten

NBA Live 2002

Dev : EA Canada Pub : EA Sports
Live is a game we’re comfortable calling the finest “realistic” basketball game available aside from NBA2K2.
XBN Rating Eight out of Ten

Munch’s Oddysee

Dev: Oddworld Inhabitants Pub : Microsoft
Odd and repetitive, but ultimately satisfying. Reverts to several video game cllches, but the PS2’s loss is certainly the Xbox’ gain.
XBN Rating Eight out of Ten

NHL Hitz 2002

Dev : Black Box Pub : Midway
Hockey purists need not apply: Hitz combines naked aggression and fast-paced play that simulates hockey without recreating it.
XBN Rating Six out of Ten

NASCAR Thunder 2002

Dev : Electronic Arts Pub : Electronic Arts
Turn steering wheel to the left, pick nose, repeat. Competent but uninspired.
XBN Rating Five out of Ten

Kabuki Warriors

Dev : Lightweight Pub : Crave
Ridiculous. Bad. Sloppy. Kabuki.
XBN Rating Two out of Ten

Project Gotham

Dev : Bizarre Creations Pub : Microsoft
The beautiful bastard child of simulation and arcade. Rarely have the two extremes of a genre meshed so well.
XBN Rating Eight out of Ten

Transworld Surf

Dev : Atari/Angel Studios Pub : lnfogrames
Quite simply, this lacks the blissful control and perfectly-realized feel of extreme counterparts SSX and THPS3. Almost. not quite.
XBN Rating Three out of Ten

Air Force Delta Storm

Dev : Konami Pub : Konami
AirForce Delta Storm offers a briefly enjoyable 360-degree 3D shooter experience. Only hardcore air combat nuts need apply.
XBN Rating Four out of Ten

Dave Mirra 2

Dev : Z-Axis Pub : Acclaim
Endless trick combos and more riders than a spaghetti western make for some good times, but it’s still very average.
XBN Rating Five out of Ten

Silent Hill 2

Dev: Konami Pub: Konnmi
Obscure puzzles and some epic plodding almost obscured by the tense atmosphere and twisty plot. But not quite.
XBN Rating Eight out of Ten

Test Drive Off-Road

Dev : Angel Studios Pub : lnfogrames
The thing about new consoles is that most of the early games are visually impressive—by default. But the game? Stale like hard bread.
XBN Rating Four out of Ten

MX 2002

Dev : Pacific Coast Power & Light Pub : THQ
Enhanced visuals, plus expanded multiplayer modes elevate this edition above prior outings…but it’s still mediocre.
XBN Rating Six out of Ten

4X4 Evolution

Dev : Terminal Reality Pub : God Games
We’ve seen this game too many times on too many systems to get excited about the lackluster Xbox version. Smells of the PC.
XBN Rating Four out of Ten

Blood Wake

Dev : Stormfront Pub : Microsoft
Like Twisted Metal on water. but not nearly as good as that description makes it sound. Makes use of the Xbox water processor.
XBN Rating Six out of Ten

NFL Fever

Dev : Microsoft Pub : Microsoft
Microsoft has created a football game that plays realistically while maintaining a tight flow and, most importantly, looks very nice.
XBN Rating Eight out of Ten

NHL 2002

Dev : EA Canada Pub : EA Sports
Looks, plays, and controls very well. Few sports games ride the tine between simulation and arcade as deftly as this one.
XBN Rating Eight out of Ten

Madden 2002

Dev : EA Sports Pub : EA Sports
While Madden’s depth is a surprise to no one, it’s not as fun as its more joypad friendly competition (Fever and NFL 2K2).
XBN Rating Seven out of Ten

Dead or Alive 3

Dev : team Ninja Pub : Tecmo
Dead or Alive 3 is far from the best fighting game ever made—despite what its developer may claim. Technically, the graphics are some of the best we’ve seen, and the fighting system is deep enough to support multiple styles. The game’s depth, however, is limited; after only several weeks of DOA 3, we tired of its predictable gameplay and cheesy character design. Stunning piece of technology, competent fighter; we’d be lying if we said this wasn’t a disappointment. [Ha! Got through that without a single mention of DOA3’s impeccably rendered breas—crud.]
XBN Rating Seven out of Ten

Arctic Thunder

Dev : IP Pub : Midway
It’s got everything from the arcade game, including the rough graphics and gamey control. And no cabinet.
XBN Rating Five out of Ten

NASCAR Heat

Dev : MGI Pub : lnfogrames
NASCAR fiends should check this out immediately, others shouldn’t really give it too much thought. A quick ‘n’ dirty port.
XBN Rating Five out of Ten

Fuzion Frenzy

Dev : Blitz Games Pub : Microsoft
The 45 goofball subgames were obviously designed for multiplayer, which is where the (somewhat limited) fun is to be had.
XBN Rating Six out of Ten

Star Wars Obi-Wan

Dev : LucasArts Pub : LucasArts
The only thing missing from this game are severed limbs. Oh, and anything that even vaguely resembles quality and/or fun.
XBN Rating Five out of Ten

Mad Dash

Dev : Crystal Dynamics Pub : Eidos
Like pain, but worse.
XBN Rating Two out of Ten

Star Wars: Starfighter

Dev : Secret Level Pub : LucasArts
The action’s fast, the graphics are okay, the enemies are many, but be forewarned: Very little variety and very little to challenge you.
XBN Rating Five out of Ten

Simpsons Road Rage

Dev : Radical Pub : EA
Swipes Crazy Taxi right outta Sega’s back pocket. Road Rage lacks any sort of rage whatsoever. And it also lacks fun.
XBN Rating Four out of Ten

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