Overview:
So
lets take some people out of the highly successful Papyrus Racing Group and have
them form their own development group. Lets call this team Monster Games
Incorporated (MGI) and let them freely focus on Dodges unrivaled sports car success,
the vehicle that made it from concept car to showroom without much change. Am I talking
about the Aries K-Car? I wish. No, this, in my mind, is Dodges second-best foray
into automotive excellence: the Viper. Sierra Sports and MGIs tribute to this pricey
vehicle is the aptly-named Viper Racing. You may be a little taken aback by being
limited to just one type of car. Sure, the Viper is fun to drive and nice to look at, but
eventually you may want to experiment with something else. This feeling is doubled by the
fact that you are always racing against other (you guessed it) Dodge Vipers. After a
couple of hours, though, you may not want to drive anything else.
Gameplay, Controls, Interface:
While Viper Racing lacks somewhat in vehicle
selection, it does make up for it with a nice array of tracks, ranging from simple ovals
to almost road courses that are so breathtaking you almost never notice that
each one actually loops. By nice array, I mean well-designed, with
each one having its own distinctive feel. I do not mean, however, that there are a huge
number of them. With only eight in all, some may again be turned off by this seemingly
limited selection. So what can you do with just one car and eight tracks? Ill go in
order:
The Interface: This is actually quite nice.
I didnt crack the manual until sitting down to write the review, since most things
were readily apparent and accessible. Everything is thoughtfully laid out and placement
finally makes sense for a change. Viper Racing should be considered a template on
which to model other interfaces for games.
Modes of Play: There is the standard
Quick Race where you can select your car, select the track, and decide to race
against the pack, the clock, or a ghost car. Here is where you should spend
most of your initial time before you are ready for a career in Viper racing.
This is where the real game comes inthe career mode. You start out with a standard stock
Dodge Viper. None of the showroom extras are included. You must then compete through four
classes and earn money towards beefing up your car. Simply put, win races and in turn you
will win money. This ends up being a huge challenge. Currently, Im still stuck in
the Amateur Class earning a measly few hundred bucks a race. With upgrades costing
anywhere from $150 for a performance muffler to $18,000 for some prototype slicks, it may
be a bit before I can be considered competitive.
There is also the now-standard multiplayer menu. While I
didnt try this out for the review, it is there and it looks functional. I would
expect Sierra to have this available on their WON.NET service, but as I write this,
nothing is there. Leisure Suit Larrys Casino is there
but I would
assume the K-car more aptly fits that game.
The Car: I have never driven a real Viper.
I have an uncle who knows someone who saw one at the fairbut she may have been drinking and therefore
cant be trusted. So I cant really tell you how realistic this game feels.
Sure, I could lie, kind of like those flight-sim reviews where the reviewer is commenting
on the stall speed of a multi-million dollar stealth fighter. Yeah, they know that from
experience, by golly! Heck, if this were K-Car racing, I really couldnt be honest
about the performance of that honored beast. I must trust the developers on this one.
Given the lineage of MGI, I am assuming that every detail is simulated, every physical
attribute represented, and every team member probably has driven one.
What I do know is you cant go at this game like
its some Need For Speed clone. Initially,
this game was very frustrating because the Viper seemed to handle so realistically. I then
realized that I probably needed to drive it while keeping in mind how much one of these
costs. Putting that dollar figure in my head helped me not to sideswipe the guardrails at
130mph. This car seems to feel real, seems to handle realistically, and definitely crashes
for real. The damage that can be done to this vehicle is astonishing.
Controls: As with any other racing
simulation, I recommend having a Wheel and Pedal set for this one. Nothing makes a game
more enjoyable than utilizing some of the peripherals that are available today. Force
feedback is there, but Viper Racings use of it is laughable at best. There
are plenty of good examples of how force feedback enhances gameplaythis isnt one of them.
The Hacks: Thoughtfully included are a
number of cheats for the game. Instead of forcing you to finish a complete circuit, beat a
certain time, or CTRL-ALT-elbow a secret code into the keyboard, you are given them
straight up. You can turn on the oddly named Horn Ball, which simply fires a
rotund mine-looking thing out of the front of your car. You can aim it at other cars, road
signs, etc. Not much fun to be had there. Ill be honest as well; I dont feel
too comfortable with the term Horn Ball for some reason. Maybe that points to
my reluctance to enjoy Horn Balling with my Viper. There is also the Wheelie
button. This is a little more fun as you can pop the front of your car off the road with a
simple press of a key. If held down, your car will shimmy in mid-air as if twirling on a
string. This is pretty useless in gameplay, but Wheelie sounds cooler than Horn
Ball. Another thing you can do is to Pave the World. This essentially
turns off some of the damage done by leaving the roadway and treats all the scenery as if
it were asphalt.
Additionally, the Hacks menu allows you to drive a few other
cars. There is nothing special about these cars, and oddly they seem to handle just like a
Dodge Viper with some performance tweaks. With the exception of the airplane (impossible
to fly with a steering wheel), I was not too excited by these. For those who are truly
bothered by the lack of other vehicles, you may find this a welcome addition. The hacks
menu is a nice thing to have, but once you get hooked into the career mode side of things,
you will most likely leave this stuff behind.
The Challenge: Viper
Racing is tough. Maybe its because it seems to be ultra-realistic; maybe
its because I grew up driving a '66 VW Bug. Regardless, the AI drivers in this
game kick my back-end all up and down the track. At first, I thought it was because they
had faster cars than I did; then I remembered we all drive the SAME CAR! With that excuse
wasted, I finally figured out that maybe MGI taught these guys how to drive. Heck, they
even taught them to evade certain death.
The true test of any driving game is how the AI handles a player
flipping a U-ie in the middle of the track. In most games, they meet me
head-on, seemingly oblivious to the fact that these cars dont have airbags. Viper
Racing is much more prepared on this front. The fact that they wildly swerve to save
their own hind-ends points out that you are dealing with some top-notch contenders.
I may never get out of the Amateur Class at this rate
Graphics:
Graphically, the game is just a tad short of stunning. Very
nice, but there is something about it that didnt push me over the edge and make me
gape in awe at my monitor. Yes, I have seen better, but sometimes better
graphics doesnt necessarily mean better game. Still, something
bugged me about it.
Before I get into specifics on the graphics, let me tell you
about one of the coolest features yet to hit most games. Remember tweaking settings in the
past to find that exact mix of great-looking graphics while still maintaining your desired
frames per second? You would turn a setting on or off and then go play to see if you
really improved anything. Well, Viper Racing takes all the guesswork out of this
menial task and does it all for you. Within the option-screen itself is a
Benchmark button. After you tweak the resolution, draw distance,
smoke-effects, etc. you are then instantly able to see how the effects play. Since the
benchmark runs through the exact same gameplay sequence, no guesswork in needed.
The car. Yeah, I guess thats right... THE car. If you
focus solely on one type of vehicle, you'd better make it look right. And yes, the Dodge
Viper is faithfully represented in its one shape, but many colors. The included
Paint Shop allows you to customize the exterior of your car to your
hearts content. In fact, you can import TGA files and even download new
skins from the Web. All this helps to alleviate the fact that you really only
get to drive one car, but it is THE car.
Damage is another quality faithfully represented
graphically. When you break an axle, there is no question in your mind what you have done.
Your wheels will get all askew and stop turning as you helplessly drive in circles. Hit a
signpost with your car and youll do a good amount of body damage. In fact, if you
keep it up, youll start to resemble a discarded soda can more than anything made by
Dodge.
The tracks themselves are quite nice. The scenery flies by
at a good pace, the roads look like roads, and plunging into a body of water is a treat to
behold. I fully understand that staying on the road is the main purpose of the game, but
sometimes my eyes would wander and off the cliff I would go.
Wait a second! Now I know what it is that bugs me.
Its the fact that there is no fog. Well, actually, Viper Racing
doesnt seem to feature any type of weather, but its the lack of fog that I
think perplexes me the most. Most 3D games use fog to cheat and give you a better frame
rate. The limited distance you are able to see objects with fog allows them to
move you along at a pretty good clip. Viper Racing, on the other hand, pretty
much lets you see as far as the eye can see. Its downright amazing. What I initially
thought was wrong is very much right.
Audio:
Heres really where the game falters a bit for me. A
lot of times I dont pay too much attention to the sound in the game, except when
there are some serious problems. The first thing you will notice is some sort of weird
crackle-bang-pop start-up sound whenever a race starts. It sounds almost as if someone
shot carb-cleaner into your air intake before you started your car. Again, since I have
never driven an actual Viper, maybe this is what they really sound like when starting. If
my car did that, Id be visiting the Dodge dealership the very next day.
Once you get over being scared to death by your engine
starting, you are treated to 4.3 seconds of, from what I can tell, actual Viper engine
noise. Wow. Yeah, I bet you are as excited as I was. All is not good with this simple 4.3
seconds of sound. Why? Well, someone decided that it would be nice and simple to loop that
4.3 seconds over and over and call it engine noise. You dont really
notice it as you are accelerating, as they represent the sounds of shifting gears quite
nicely. It becomes noticeable once you gather enough speed in fifth gear to keep the
engine at a constant hum. Its here that you realize you are listening to a
poorly-put-together sound loop. Every 4.3 seconds you can actually tell where it starts
over. Maybe it wont bother you, but speaking as someone who usually couldn't care
less, it was distracting.
Thank you, MGI and Sierra, for not having a soundtrack.
Im all for music enhancing gameplay and usually enjoy a good soundtrack for the most
part. With the rash of driving titles Ive been playing this winter, I have come to a
solid conclusion: no music is way, way better than bad music.
System Requirements:
Minimum: Pentium 133mhz, 32 MB RAM, and a 4 MB Direct3D
compatible video card
Preferred: Pentium 200mhz MMX, 32 MB RAM, and a 4 MB 3Dfx
based video card
I recommend: A portable tape player and headphones with a
tape of at least more than 4.3 seconds of Actual Viper Engine Noise. If you
dont have access to a Viper, record your neighbors Buick and pretend.
Documentation:
The documentation is fine. In fact, I never really looked at
it until I needed to write this paragraph. You shouldnt need to reference it much,
other than looking up the hot keys needed to switch views and such. Viper Racings
interface is so well laid out that the usual checking of the manual to see what to do next
is not needed.
Bottom Line:
This is simple. There are better games out there that are
probably not as realistic. There are better games out there that are probably more
realistic, but not very fun. This falls nicely in the middle of that road. If you always
wanted to know what it feels like to take Dodges finestat least since the K-Carand take on some of the best driving AI Ive
witnessed, go get this.
If having only one car and eight tracks turns you off
well, I wont lie to you. You will probably not enjoy this game and become
frustratingly bored in short order. Viper Racing isnt about numbers. It is
about doing one thing and doing that one thing better than most. It will remain on my hard
drive at least until K-Car Racing fills its place.

Review Posted On 15 February 1999. |