Ford Racing 2001
Ford Racing 2001 has the distinction of being one of the first games in the company's sequel to its award-winning Ford Racing franchise. Most players were familiar with the vehicle model by today's standards, but after installing the vehicle into the game, the game was able to create the cars with its own modeled 3D engine.
In Ford Racing 2001, you are able to select one of four driver crews, but you can switch between three at any time. There are also several different types of assists, such as different brakes, automatic and unbalanced traction. There are even drivable motorcycles, which are self-engineered to assist you.
For the most part, Ford Racing 2001 looks very good, but the game is undoubtedly a better experience than the previous game. There are some visual quirks, including some of the reflective effects used for snowfall, which can be easily viewed through the cockpit of a car and also the dirt on a certain number of the many jumps and spins the car has been performing over the course of its six years in the game's development.
The game does a good job of picking up the pace when it's in car form, as there is plenty of racing action happening, including jumps and crashes, and power-ups, which are also available for use. Also, the game's controls are quite good. In fact, it was nice to see some new control options implemented, such as the A button, which lets you quickly cycle through four different options: acceleration, braking, and more. Acceleration is handled by a virtual analog stick that you'll use to control the onscreen acceleration and braking, as well as the gas and brake buttons. brake controls are simple and work well, as they can be done in conjunction with the right analog stick, and they can also be used to boost forward with well timed presses of the right stick. Most of the different brake combinations can be mapped to different face buttons, and some will require you to press both shoulder buttons simultaneously, which seems a bit restrictive. We're interested to see how the options will be implemented, and it will be interesting to see how the game does after a while.
Although the game's graphics are a step down from their PlayStation 2 cousins, Milestone still put in an effort to keep things visually impressive. The areas we saw were impressive, and they were nearly all in the game's environment. You'll find two distinct environments, a snow-covered country and a massive urban area, which aren't quite as huge as the areas we saw during the previous trailer. The urban area featured areas like the construction site of Detroit, which showed off some impressive, winding hallways and a parking garage, which provided a nice mix of scenic views and indoor areas. The cars we saw were all individually modeled, but there are some interesting touches. The cars we saw were all modeled in full 3D, and as you'd expect, they moved well. The streetier street area had a nice smooth presentation and was connected by plenty of life, and the urban area was modeled after the work-in-progress levels we saw at E3.
The game will feature numerous multiplayer modes that will include deathmatch, team deathmatch, and capture the flag. We got a peek at some of the maps that we saw. The first was a warehouse level set in a bombed-out, ruined warehouse that featured lots of high-tech equipment and a nice, tall building that sported a slick, futuristic-looking look. The indoor level offered a good contrast from the dusty, worn-out indoor levels we saw in E3. The indoor level offered a nice level of detail, as it featured nice, high-tech weaponry and high-tech gadgets.
Finally, the final level, a familiar bit of bad news for longtime players. The town level took place in a rich, creepy town. The first level served as a short walk to the bridge that made up the abandoned warehouse. The bridge showed off a lot of what the team had been doing since the game's inception. The town had some nice lighting effects and showed off some varied lighting and particle effects. You can also expect to see some pretty disturbing imagery in the level as well. The twisted level featured some pretty creepy shadow effects, some creepy lighting effects, and a look that appeared to be quite a bit darker than what we were used to.
Control in the game was solid. The game was fairly responsive in terms of both control and control, which, while slight, didn't prove too overly problematic. The PC game's analog controls had a nice feel to it, though. The mouse and keyboard used were good and we felt the game worked well. The setup worked fine and the dual analog controls were responsive. The Xbox game, however, wasn't as good as the PlayStation 2 game, so it didn't take long to get used to it.
The visuals in the game ranged from impressive to fairly run-of-the-mill.
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