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Atv offroad fury 1 desert level
Atv offroad fury 1 desert level











The collision detection and suspension physics are detailed enough that you can shove the other racers around very deftly, pushing against one corner in order to spin them out or just berming them up with a solid whack. Bumping up against opposing riders, meanwhile, has predictable, manageable, and occasionally advantageous results. If you bail in ATV, you generally know why, whether it's due to pulling back too far, nosing into a landing too fast, drifting over the high side, or just plain slamming to the other guys. Speaking of bails, and collision physics in general, ATV handles their visual and dynamic aspects in a manner that's refreshingly real, after so many inexplicable crashes and not-crashes in PlayStation motocross games. In others, you can brush the branches of overhanging trees, knocking a couple of leaves loose. On one track, it's possible to get a little too zealous with the suspension preload and catapult yourself right into the overhanging "FINISH" sign. The collision detection with background elements is often surprisingly precise, to amusing effect. It's no longer possible to steer with the walls, the way you could in EA Supercross (to a certain extent, anyway). That's no fun when it happens, but this is a nice touch of realism.

atv offroad fury 1 desert level

It's entirely possible to go right off the track, usually with unpleasant consequences - you'll either bail, or be reset back to the point on the track where you left. That's one of the new elements to ATV's track design that I quite like: there is no invisible wall at the side of the track. Overshoot your target landing and you can wind up stuck between jumps with no speed, bouncing off the top of jumps with a nasty jolt, or thrown over the edge of a corner. Jumping too far can throw off the rhythm of your progression through the jumps, too. You can get an awful lot of air, thanks to the slightly floaty gravity physics - when you're in the air, your tires are of necessity not contacting the ground, and thus not driving you forward. This sounds like a wonderful thing, and it is some of the time, until you study the lay of the more difficult tracks and realize that some of the time you don't actually want to jump that high. There's a little meter to the left of your speedometer - hold back on the analog stick while you head up a jump, and when it fills you can flick the stick forward as you take off and grab a varying amount of extra air. The same goes for negotiating the rhythm sections, where the suspension preload control comes into play. Swinging to the inside is good for cutting off leaders, but you can lose some speed if you turn too sharp, so there's a balance to be found in your cornering strategy. The tracks are usually pretty wide, enough for three or four riders abreast most of the time, so you can pick a lot of different lines, and use positioning to your advantage some of the time. This makes negotiating the bumps and turns a lot more interesting than it has been in PlayStation motocross games, because you have to pay a lot more attention to maintaining your speed, choosing a line, and picking the right rhythm through the jumps. ATV's tracks are rendered in considerable detail, both visually and as collision detection is concerned - there's a lot of smooth, realistic nuance to how your vehicle interacts with the ground. The control, physics, and some very thoughtful track design combine to create a surprisingly deep racing game. The standard motocross controls are there - analog steering, basic acceleration and braking - but they're joined by some extra arcade-ish touches, which are in turn balanced by a very detailed physics model. A thinking man's motocross game - who would have thought? Gameplay For a simulation of such a loud, brash, over-the-top sport (or at any rate, that's how Sony's deciding to market it in this context), Offroad Fury has a relaxed feel and a pretty subtly-designed control scheme.

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Someone has finally developed a strong physics model for a game like this that also happens to be fun to play, and they've put effort into the kind of track design that makes you learn how to ride properly, rather than just blazing through the courses in an arcade-spawned hammer-down frenzy.

atv offroad fury 1 desert level

The apple hasn't fallen very far from the tree, which is a lucky thing for us, because like MCM Offroad Fury is in fact quite good. ATV Offroad Fury, in any event, descends from an entirely different pedigree - it was created by Rainbow Studios, developers of Motocross Madness for the PC. We will at this juncture quietly pass over the minor, but unpleasant legacy of such games as Quad Power Racing. Luckily, since this is actually an ATV game, I can handily put aside the quandary over how a motocross game can be good.











Atv offroad fury 1 desert level