E3 2006: 'Spyhunter: Nowhere To Run' (Xbox) - Impressions |
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| Submitted by thankeeka on May 23, 2006 - 4:18pm. | Game Preview | ||
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To a lot of WWE fans, the big draw of Spyhunter: Nowhere To Run is the fact that Dwayne "The Rock" Johnson appears in the game in terms of both likeness and voice work. Unlike past games in the franchise, gameplay isn't confined strictly to vehicles, as video footage showed that the player will at times be able to leave their cars, foot it, and take enemies out with several motion captured moves that The Rock provided himself. The on-foot missions were only video at the time, so comments regarding the controls of that portion are naught, but I did get to try out some of the driving gameplay, and it felt rather solid to me. In many ways, the racing through the streets felt a lot like the Burnout series, though to my knowledge nobody from those games were involved in the making of Spyhunter: Nowhere To Run. Vehicle racing and combat is framed low to the ground, so the camera is always real tight on the action, ground level, with many constant close-ups of the action. I had no complaints regarding the camera, as the roads weren't too wide, and so the close camera never factored in as a problem as the action was always displayed nicely on the screen. The gameplay of Spyhunter is basically the same as it was way back when, as the player is still racing down fairly void streets, battling enemy cars with various weapons and the actual car itself. It was easy to navigate the roads, no matter if there were several cars bearing down on me. The combat itself boiled down to usually one of three methods: 1) using the car as a battering ram to slam enemy cars against walls and other various obstacles, 2) shooting the enemy cars with the mounted guns, and 3) using the spinning wheels of death to do some serious damage. My preferred method of combat were the spinning wheels of death, as it essentially boosted your ramming power, which was a plus since the relatively close roads meant I was constantly bumping sides with the enemy.
My time with the game was short, but I felt that one intense level – minus the fact that I wasn't able to get my hands on the on-foot missions – was a good representation of what players can expect from the final version when it hits retail stores.
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