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Carmageddon Review Tomb raider II Review
Like most games that successfully navigated the ever-treacherous straits of the gaming industry, Doom left in its wake a tangled legacy, revolutionizing multiplayer gaming -- for what it's really worth -- and setting new standards for customizability and immersion in entertainment software. But Doom's success also enticed many designers to ignore that which made the classics of yore, well, classics -- characterization, story, plotting, and multi-faceted, open-ended play. Taken to extremes, this has meant the propagation of violence in lieu of creativity, as seen in a series of games awash in blood but drowning in repetition, like Rise of the Triad and Blood. At a glance, Carmageddon would appear to be in the high-risk group for violence over gameplay. Not so -- though extremely violent, Carmageddon offers some of the more technologically sound arcade racing around and manages to keep the gore from overshadowing the fun. All in all, it's good. Good enough, in fact, to make one wish it were better. Engines, V-8 and 3D Carmageddon seems pretty simple: you drive your car around a progressively difficult series of tracks, making checkpoints, battling the clock and a group of motorized sociopaths whose primary goal is to make your life miserable, with the ultimate goal of earning credits to improve your ranking (you start ranked 99th on a phony ladder) and upgrade your engine, weapons and armor. Races are won in one of three ways: running over all the pedestrians on the track (extremely difficult, since many tracks have 500+), pummeling your opponents into scrap (usually easy) or by actually following the course to its finish. Carmageddon is perhaps the most unapologetically violent game around right now, and truth be told, is damn satisfying in its bloodshed. Sure, you gain infusions of cash and time by trashing your opponents' cars and splattering those unfortunate souls who chose alternative transportation -- and the scoring system is terrific, giving you extra bonuses for plowing through groups of people, running them over in reverse, landing on them after a jump or squishing them against buildings and guardrails ( Tomb Raider II Part 1 Created by Core Design Published by Eidos Interactive The undisputed Queen of action gaming is back. Having spun her hair in a flowing pony tail, learned a few new acrobatic moves and picked up some more powerful weapons, Lara Croft returns after a year off. This time around her sequel activities mirror her first venture into computer gaming � investigate ancient ruins, gather priceless treasure and kick some tail. The original Tomb Raider took a lot of people by surprise. Its release occurred during the blossoming of the 3D acceleration era and gamers all over waxed poetically about how incredible the game looked on their 3Dfx or Rendition card. In fact, all that talk is what convinced me to jump head first into the 3D era. By year's end, Tomb Raider was a solid hit, Lara Croft was the new gaming icon and OGR awarded Tomb Raider Best Game of the Year. The game wasn't without its critics though; some found the exploration gameplay tedious with not nearly enough action. Others complained that Lara shot far too many bullets into wolves, bears and tigers � the computer gaming animal activists were up in arms. And while the graphics were stunning in 3D accelerated mode, many complained about bad texture alignment and clipping problems. With these criticisms planted firmly in mind, designer Core Design sought to improve on the original game in virtually every way � more detailed and outdoor environments, more human enemies, more weapons, cleaner graphics, and hey, even more outfits for Lara. The Lara Factor Has there ever been a gaming character as recognizable as Lara Croft? She's everywhere and on everything. During the past year, Lara has popped up at U2 concerts, in fashion magazine layouts and even on this year's Presidential greeting cards. OK, so I'm kidding about that last one, but the point is, Eidos Interactive has effectively marketed this character into more than just, well, a computer-generated babe. And, as we stated in our reasons for awarding Tomb Raider Best Game of 1996, this sort of appeal gave Lara life and made players more interested in what she was doing -- thus, more interested in the game. Another factor that puts Lara out of the computer screen and into your face is the fact that Tomb Raider is third-person. Every keyboard action you perform, you see immediate results on the screen. Do a ALT-BACK ARROW, and you instantly see Lara perform a back flip. Can you imagine if Tomb Raider had just been another first-person shooter? Would Lara Croft be as popular? Make no mistake about it, one of Tomb Raider and Tomb Raider II's biggest selling points is the inclusion of one Lara Croft. Eidos knows this; in their catalog of upcoming releases, they listed
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