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Review
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| Re-Volt |
| Dreamcast |
Price: £39.99 |
From: Acclaim |
| Players: 1-4 |
Age: N/A |
Release: Out Now |

Radio controlled racing comes to the Dreamcast, but is it Re-Volting or Re-Volutionary?
Seb Duggan
Everyone has their favourite type of console racer. Petrol-heads go for the realism of Gran Turismo, where they can race real cars and spend weeks getting the tuning just right in order to squeeze out that extra 3mph, while others like the arcade styling of Ridge Racer. Personally, we prefer to sit behind the wheel of a radio controlled car and lob water balloons at cars driven by our co-workers, which is lucky, because that's exactly what you get to do with Re-Volt.
Finally coming to the Dreamcast via N64, PlayStation and PC, could this be Sega's answer to Micro Machines or Mario Kart? The basic premise is pretty familiar: choose a vehicle and then tear around a selection of challenging courses, all built on a massive scale, taking out the opposition with an armoury of power-ups as you go.
At the heart of Re-Volt is an amazing variety of RC buggies, more of which are unlocked as you progress through the game. Each has a distinct set of characteristics which genuinely affect its handling: the heavier machines feel heavier and the difference between two- and four-wheel drive can tip the balance between winning and losing on some courses. Add to this the ever-changing road surface (marble floors, dirt tracks and icy refrigeration rooms are just a few) and it becomes quite an achievement to complete a course without shooting off the side of the track.
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