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Drome Racers

I don't think F-Zero GX should worry about this futuristic racer.

Game Information
ESRB Rating: Everyone
Publisher: Electronic Arts / LEGO Media
Developer: Attention To Detail
Genre: Futuristic Racing
Players: 1-2
Year: 2003
Memory Required: 3 blocks
Online: No

Settling The Score
Presentation
50
Plain, plain, plain. That's the story for the entire game. Funny how the mouths of the people keep moving after they stop talking.
Visuals
68
The textures are blurry, the sense of speed is lacking, and the courses are uninteresting. At least the framerate is pretty solid.
Audio
65
So basic, it hurts.
Gameplay
65
The handling is waveringly solid. There are moments of sliding, but it's not irritating. The game itself really seems basic, there are no suprises, and there is little excitement. It's Al Gore's kind of game.
Replay Value
50
The actual championship mode would take no longer than 5 hours to complete, and there's nothing to go back to afterwards.
Reviewers Impression
50
I have never seen a futuristic racing game hold back and play it so safe like this one does. If futuristic racers were a mountain, F-Zero GX would be the double black diamond slope while Drome Racers would be the "bunny slope".
Overall (not an avg.)
60
It's not terrible, it's not awful, it's not unplayable. It's just a very stripped down futuristic racer that offers little suprises and less entertainment than F-Zero GX.

Written By Shaun McCracken

Drome Racers really couldn't have come out at a worse time for the Gamecube. While by any means it does nothing to change the genre, it really doesn't compare to F-Zero GX, which came out two months prior to this game. Before F-Zero GX, Drome Racer's biggest competitor in the futuristic racing genre on the Gamecube would have been Extreme-G 3, and even that is a stronger game than this one.

I can understand that maybe this game wasn't meant for someone my age, but perhaps for the pre-teen set. But seeing how this was developed by ATD, who created the Rollcage franchise on the PS1, I might have thought Drome Racers would have carried over much of that games DNA. Unfortunatley, this game is even weaker than that. It feels slower than most futuristic racers, the weapon set is small and even a bit annoying, and the courses seem really uninspired. Case in point, this game would even fall short for the pre-teen set, unless they really like easy racing games that offer no suprises, to which I say for the older gamer (like me), you wouldn't even want to bother with this one.

There are problems in this game in all areas that really can't compare to F-Zero GX or even Extreme G-3. First of all, the course designs are really uninspired, like I've mentioned in the above paragraph. There are no drastic loops, drops or even turns like we've seen in better futuristic racers. Even if the game does take place on the ground, the terrian is much weaker than what you would find in a typical rally racer. In short, the courses are fairly short, offer very little variation and no real suprises. The second problem comes within the sense of speed. As we know, futuristic racers are among the fastest kind of games around, and sense of speed seems important. Here, things seem to be running at 35 mph, although the spedometer claims 110. And you would think that when you hit a boost strip, the speed would pick up. It doesn't. The thrid problem is the lack of refined control. There seems to be a lack of traction half the time. While this sounds like the game may be unplayable, as one would think that a lack of traction equates to a lot of spinning and disorientation, there's just a mild bout of sliding, and thats mostly on road courses. The final problem is the fact that the game just isn't impressive or involving. The game feels more like work than play, and it's just not that fun.

The visuals of Drome Racers are barely average. Clearly this was a PS2 port, and not of the textures were cleaned up for the Gamecube version. The framerate is fairly solid, but the sense of speed is definitley lacking. The car models are very plain looking, and there are no driver animations. This is pretty much a bare minimum approach to creating a tolerable looking game. The colors are not bad, and the lighting for the time of day isn't too bad, but it really doesn't enhance an average package.

If they clearly didn't give 100% with the visuals, what makes you think that the audio package would be mind blowing? It isn't. The music is standard fare techno that you woun't remember when you shut the game off. The engine sounds are very disappoining and unvaried, and the sound effects are lacking. There's also do surround sound support, but you really wouldn't care here.

Final Thought

Although the demographic the developers went for was not aimed at me, I was still disappointed about how lackluster this game was. I would have thought that this game would have offered the same kind of frentic and fast gameplay of Rollcage Stage II of the PS1 era (since it was done by the same developer), but I was wrong. As it is, it's a very bare bones futuristic racing game that pales in comparison (severely) to F-Zero GX, XG3 and even WipeOut Fusion on the PS2. Maybe kids age 10-13 may find something interesting here, and easier to play than the competition, but I still think they would be selling themselves short. It's a game not really work seeking out to even play, and one the Gamecube could have done without, even if it's a much needed racer.

1999-2003 SPM Creative Publishing