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Listen,
and hear it. There is a deep rumbling under the
hood of the computer, like approaching thunder. It
is growing closer, louder, and the Spice Girls CD
on the bureau is shaking from the uproar. You peer
into the monitor, and see it approaching fast,
hard-fought lines of code bathed in fire and blood.
It is Hell on Wheels, and it is getting closer,
looming larger. The smell of burning oil and
scorched tires fills the air, and it grows closer,
nearer, jarring the walls with the deafening roar
of internal combustion.
The
screen explodes in a brilliant torrent of sparks,
and from the other side, from the funked-up edge of
the digital realm, a thousand pounds of steel
plating pierces the air like liquid lightning, and
screeches to a halt in the center of the room. The
smoke clears, and it sits there, hissing, sneering
through its chrome-plated grill. Someone is going
to be pissed about their Spuds Mackenzie
carpet.
No
problem. You smile, full-faced and corrupt, and
regard the steaming hulk with purile glee. You step
closer, run cold fingers across the burning
surface, fondle the mirror, inspect the guns. The
aching begins. This girl is going for a ride.
Nothing beats jamming the hammer down on a
four-wheeled custom, and feeling the rumble of
top-mounted twin-50s ripping a hapless opponent
into swiss cheese. If the bullets tearing past his
cranium fail to connect, the bumper will do just
fine.
Burn
up the road doing 120 miles per hour on the wrong
side. Unleash hellish weapons on enemies and
innocent pedestrians. Shrug off concerns about hard
time, and cellmates with strange tendencies;
instead, recite the anthem of this decade: "Just do
it."
Forget
the hot-button rhetoric of the '90s for a moment; I
want to hit on the '80s. Each of us holds different
memories of that era, depending on our age. For
some, including me, it was a time of uncertain
direction, spent wondering when all those riches
would trickle down and fund our college education.
For others, it was a time of adolescent glee, of
wonder, anticipation, and neon clothing. No doubt,
the decade is a teeming pop-culture carousal,
though in hindsight, as seen through our present
filter, most of it seems rather absurd. After all,
the '80s gave birth to MTV, new wave music,
breakdancing, and, if that were not bad enough,
Reaganomics. More like pop-culture
retch.
John
Harris, one of the car-funk impresarios of gaming,
thinks so. He and his colleagues are gearing up for
Interstate '82, a sequel to their smash hit
car-combat game. Based on a grim alternate '70s
universe, the original was all about lead-filled
dogfights, fuel-injected graphics, and hip
vigilantes out for requital. It was satire at its
digital best, but most important, it was a fresh
take on gaming. The action and simulation aspects
fit together like disco and bell bottoms, and the
game, with its slick radio interface and cop-flick
inspired cinematics, had more funk than Rick James,
and more groove than the Bee Gees. This time
through, though, the team has put up their bell
bottoms, and are dressing up in the cool colors of
the '80s. If the original wore sequined bells, the
sequel dons fluorescent orange parachute pants and
hits the dance floor spinning.
What
about the '80s fails to inspire and feed the
imagination? Harris, a member of the design team,
quips. "I mean, the '80s were all about greed,
excess, and most of all, me, me, me! The '80s gave
us Knight Rider, Airwolf, Miami Vice, and the
A-Team. It was all about action films, car chases,
explosions, and bigger and better stunts. If that
isn't perfect fodder for a game, I don't know what
is. It's a perfect fit. "It's fun looking back and
seeing the '80s from a whole new perspective," he
muses. "So much stuff we thought was cool back then
has been revealed, through the magic of time, to be
pure cheese. For instance, feathered bangs. Heavily
made-up guys in Michael Jackson-wannabe clothing.
Val-speak. But so much about the '80s has remained
cool. I still listen to Devo, for instance, and
they still rock." Harris also confesses to showing
up at work looking like a blue-haired Magnum P.I.,
complete with a blooming Hawaiian T-shirt, though,
he is sad to report, sans the Ferrari. And his thin
tie is still lurking somewhere in the dank recesses
of his closet, waiting for Kate Moss or that Hugo
dude to bust out onto one of those not-so-dank
catwalks in Paris. The point? "I believe gamers
will discover the same thing we did," he smiles.
"The flash, greed, and fast pace of the '80s is
just as cool and fun to inhabit as the funk, soul,
and muscle of the '70s. This game incorporates the
best of both."
Zack
Norman, project director, is proud of his
first-born game. Coming to its creation like a
feature film, he created brilliant, off-beat
identities and a full-length scenario. He then cut
it to fit the technological parameters and budget,
rather than filling it out with half-baked
characterizations and a weak plot. Like its
predecessor, the sequel will not perpetuate the
narrative standard, but challenge it.
For
starters, there are 40 minutes of cinematics Norman
claims "rock like limestone." The game opens in
1982. Groove Champion, the main auto-vigilante
protagonist and spiritual core of the series, has
gone solo, and is in a heap of trouble. As fate
would have it, he stumbles upon a group of creepers
running a ton of do-re-mi south of the border.
After infiltrating their ranks, he finds that each
villain's car he searches is crammed with more
bills than a duck souffl. He also learns the
US government is engaged in the affair, as are the
Contras -- remember them? Having lost a leg from
the knee down in a harvester combine incident, he
is too over-the-hill to bust up the Contra-cash
circus himself, so he attempts to slip off into the
great desert wasteland. Still, once in, the
creepers refuse to let him out. The gang tracks him
down and nabs him, but not before he gets a call
off to his sister, Skye.
This
mohawked biker hottie decides to adopt the
auto-vigilante selfhood of her dead sister, Jade,
and becomes the new Vixen. She then enlists the aid
of Groove's one-time partner, Taurus, an
African-American, Jerri-curled car warrior with a
bitchin' wardrobe. Taurus is the bad-ass hero this
time, and players buckle up as him. Throughout the
course of the game, you'll kick the creepers'
butts, save Groove -- who will disclose a nefarious
plot Norman prefers to keep secret -- and go
kick-ass to the side and through the middle from
behind the wheel of whatever car you feel like
jacking.
Much
like its predecessor, Interstate '82 will wallow in
fun and compelling characters, and the rather
straightforward premise will sink, with gradual
purpose, into the absurd. As fresh obstacles and
challenges are presented, each character will react
in a unique, and genuine, manner. Some will weep,
some will laugh, some will lash out with humorous
remarks, and the rest will go flat out insane. Best
of all, the strong, well-fashioned characters will
have a genuine impact on the action. Imagine
fighting creepers bumper-to-bumper with a
computer-controlled partner who starts tripping,
and screaming something about giant squid-headed
creatures crawling all over his dashboard. The
challenge here is three-fold: fight the creepers;
keep them from taking out your deranged cohort; and
at the same time, dodge his misguided
gunfire.
If
the characters are the spiritual core of the
series, the car combat is its thumping pulse. The
fast-paced, lead-pumping, flame-tossing action of
the original might be hard to top, but the team is
doing it. The group is adding to the concoction
more leaps, rolls, and spectacular stunts, and
sifting in a scorching arsenal of weapons. Before
tearing into Las Vegas, though, gamers will need to
forge a killer set of wheels. The selection process
will be tormenting, since there will be a large
selection of '80s sports cars and other means of
transit from which to choose.
According
to Brian Jennings, who also hails from the design
team, the car customization model has been stripped
and rebuilt from the first bolt to the final spit
and polish for the sequel. Cars are adjusted on a
visual grid that represents the space in the auto.
Components all take up a specific amount of space,
as well as require a certain amount of cash, and
add weight to the car. This includes weapons, such
as machine guns and industrial cutting lasers,
special items like fire extinguishers and
car-launching gadgets, and shielding. To lug the
huge, turreted acid thrower, gamers will need to
set aside ample space, and expect the car to
perform a little sluggishly. When coupled with the
combat, this tactical approach will generate some
great customization dilemmas, such as speed versus
armor, and the number of weapons against the
caliber of the gunfire.
This
degree of customization is important in order to
keep a diversity in vehicles and playing styles on
the field - Jennings explains. "One player might
want a smaller car, even though it has less space,
because he can zip out of trouble fast, but another
might want a humongous truck with the four
forward-facing rocket launchers. Sure, he can hit
anything with a solid hit, but not if it's behind
him."
As
great as the car combat is, the team is broadening
it to include air and on-foot modes. Hitting the
action button will get gamers out of their autos
and fleeing in short order. The one problem is,
being on foot. Pedestrians retain a hand gun, but a
car might be hauling linked gatling guns, and what
good are a shirt and pants against a thousand
pounds of steel plating propelled at 120 miles per
hour? Still, there will be times when the gamer
must get out of his or her car to perform specific
tasks. Good thing the dude can dodge and roll, and
jack the nearest car in times of trouble.
Motorbikes are quick, but have no armor.
Helicopters hold a small arsenal and are hard to
hit, but the irksome rotors fold from the slightest
gust of gunfire. Decisions, decisions. The point
is, there will be options, and gamers will need
them all to survive in both the solo game and
deathmatch.
The
burning question, then, centers on the instruments
of destruction. Sit back, because the designers are
plugging in some terrific stuff. In addition to the
usual selection of slug-tossers, cannons, and
rocket launchers, a ton of cool accessories are
being added, including an entire class of weapons
that is going to translate into big fun for
vigilantes-at-large. Called the Karpoon, it is a
high-tech, car-launched harpoon that sails through
the air, penetrates the target, and performs a
mean-spirited number on the recipient. The kind of
damage is dependent on the harpoon launched. For
instance, the MaGMA Karpoon causes all airborne,
guided missiles to acquire that car as the target.
As one can imagine, this is quite bad for the dolt
driving the car into which the Karpoon is stuck.
The HaVIK Karpoon will disrupt a car's engine and
electrical structure, transforming a car into a
huge paperweight on wheels for a short period of
time.
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