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MagForce Racing

Score: 75%
ESRB: Everyone
Publisher: Crave
Developer: VCC Entertainment
Media: CD/1
Players: 1 - 4
Genre: Racing

Graphics & Sound:

The graphics in MagForce Racing, as a whole, are quite nice. Each track is finely detailed, from the wastelands of Mars to the shuttle docking on the Spaceport level. The underwater portion of the Hawaii track is also quite nice-looking. Even more impressive is the fact that the world slides by at a silky frame-rate, not dropping even if there are a ton of other vehicles on the track. (There are exceptions to this rule -- portions of Moscow, and, for some odd reason, most of the Underworld track both tend to skip a bit.) Of course, part of this could be because of the decidedly basic vehicle designs. They pretty much all look like three-legged blobs, although some have fins and others... don’t. Some of the hidden, silly ships have cooler shapes (I like the bird of prey design, myself), but since racing in them doesn’t advance the game, you’ll find yourself generally stuck in pretty drab vehicles.

The interface is as woxil as woxil can get, with road cone orange instead of blue as the predominant color. The music is typical thumping techno, although I found myself liking it a whole lot after the first time I played this game (which, back in The Day, was called Killer Loop and ran on the lil’ ol’ PlayStation), and I still like it here. The one new piece that I noticed is obviously new -- the volume is considerably higher, not matching the rest, and it doesn’t mesh as well. I tend to restart a track when that one comes up, just so I don’t have to hear it.


Gameplay:

First, let’s get this straight right off the bat -- MagForce Racing is Killer Loop for the Dreamcast. It’s got a few neat new features, and the graphics are even smoother than the PSX version, but for all intents and purposes, it’s the same game, different name. Unfortunately, some of the design decisions that VCC made when translating the game to the Dreamcast hurt it more than it should have.

For those of you not in the know, MagForce Racing is a futuristic racer, where you drive MK tripods around various tracks at dizzying speeds. The MKs are equipped with magnets, which let you hang upside-down on various segments of track and do other neat tricks. Smart pilots will keep the automatic magnet help on, as the tracks move too fast to remember where you have to press the magnet or risk falling off.

The Dreamcast port offers a few new features that the PlayStation version didn’t. First and foremost, there’s now a multiplayer mode. You can race up to three of your friends on the various tracks, either in normal-style mode or arcade mode, where you get to select just how you want the game to be in terms of power-ups. This is a nice addition, since it was one of the major beefs with the original Killer Loop. But, alas, it does not make up for the problems with MagForce Racing.

First of all, MFR controls a hell of a lot easier than Killer Loop did. Most people would see this as a benefit, and I sure did at first. Only after playing a while did the full impact of this come to me. Since the controls were tightened so much, the difference between the various vehicles available to you has become practically nothing. In Killer Loop, each vehicle handled pretty differently. A curve you could just slam into with one MK required careful banking in another. Not so in MFR. You’ll find that the same racing strategy works for each car. This is a disappointment, as picking the car that fit your style best was part of KL’s fun.

Second, the A.I. was dumbed down considerably for MFR. In Killer Loop, if you didn’t put up a good fight from the beginning, chances are you’d come in last. In MFR, however, I found myself finishing first on nine-tenths of the tracks that I raced, first try. To make sure that this wasn’t just because I wasted untold hours on the original, I played some more Killer Loop. Sure enough, I got trounced considerably more often there than in MFR. While this may help people first playing the game, after they get relatively good at it, they’ll find that most of the races will consist of them zooming into first place and driving around the track twice by themselves. Fun at first, yes, but ultimately boring.

The third is both a good thing and a bad thing. MagForce Racing has one new main vehicle and two new main tracks. While this is very cool -- I personally love the new Osaka track, although I find Underground to be merely passable -- some of the same conditions exist for opening up secret vehicles. For example, to get the animal Class 1 racer, you have to beat the Class 1 races with every vehicle. This wasn’t so bad in Killer Loop, as three vehicles and four tracks (Moscow, Mars, Hawaii, and the Himalayas) meant only 12 races. In MFR, however, you’ve got four vehicles and five tracks. That’s eight more races. When you get to the second class, you go from KL’s four vehicles and five tracks (Needle Rock appears), making 20 races to MFR’s five vehicles and seven tracks (Needle Rock as well, plus Underground), which makes 35 tracks. 15 more races means 15 more times of breaking out into first and running around the track a few times, bored. This wouldn’t have been bad at all if the A.I. hadn’t been weakened, but as it is, racing every vehicle around the track enough times to open the secrets becomes an exercise in monotony.

The Killer Loop itself, one of the more boring tracks in the first game, has been replaced with the Moebius, which brings a nice, er, twist to the game. Most people won’t even bother racing enough to get it, though.

There are also new weapons, but they are all just as useless as they were in KL. Fortunately, every type of weapon ends, once you get four power-ups, in the Boost Ram, which is the most useful power-up in the game, so you don’t have to throw power-ups away to get to that point.


Difficulty:

First-timers in the world of futuristic racing will probably have a hell of a time the first few tracks. Once you get the hang of it, though, MFR becomes quite easy. And after you’ve won a few classes, it becomes rote to sweep the game from start to finish. Unless you’re a masochist, you probably won’t want to bother opening all the secrets. I did. But then again, I’m a reviewer.

Game Mechanics:

The default control scheme is passable, but I found myself with aching fingers not soon after starting to play. I ended up modifying it so that it was more traditional, with A as accelerate, B as magnet, and X as power-ups, and the shoulder buttons as strafes. Your results may vary, however. The interface is the height of woxil, perhaps doing it better than the originator. The menus themselves are easy enough to understand, and you won’t find yourself getting lost.

It seems that VCC listened to what people thought was wrong with Killer Loop, and tried to fix these problems in MagForce Racing. Unfortunately, it seems like they overcompensated. While the multiplayer does put some life into the game, the ease of winning and the lack of differentiation between the models means that MagForce Racing is merely an above-average game. If you’ve got to have your futuristic racer fix on your Dreamcast, or if you played the first game but never got it and want to get a version, you’ll want this. But owners of the first game or those looking for a solid, varied racing experience may want to rent this first to see if it has what they’re looking for.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Sega Dreamcast The King of Fighters Dream Match 1999 Sega Dreamcast Namco Museum

 
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