Release Date: November 2000 (US)
Developer: Player 1 Games
Publisher: Titus
Regions: US/Europe
Video Review:
The Dreamcast has some good racing games. Sega GT is good. Metropolis Street Racer is good, Sega Rally 2 is good. The Ferrari game that Yu Suzuki made testing his own car is good.
Roadsters is not, by any stretch, a good game.
This version is clearly ported from the Playstation version that came out about 6 months before. The graphics look worse than Gran Turismo on the PS1, the sound is...boring, and the options are basic at best.
Where the game really falls flat is the gameplay. Gameplay is the most important aspect of a game. Ugly games with good gameplay are still good, to an extent. Beautiful games with terrible gameplay are seen as missed opportunities.
The controls act as if they were designed for a d-pad with analog control thrown in as an afterthought. The cars will veer wildly with the slightest touch of the Dreamcast's analog joystick (conversely, they'll understeer when using the d-pad, yes, I used the d-pad to try it out). The gas is also all there when you squeeze the right trigger. Oh, and in order to reverse, unlike pretty much every racing game ever, where you simply hold the brake button after coming to a complete stop, you have to shift down. Even in automatic transmission. Then shift back up to go forward. It's a royal pain.
However that's not the worst, or strangest part of the gameplay. Everything has clipping issues. Sometimes if you hit a car you'll phase into the car's rear bumper, other times, you will bounce off a space between the cars, almost as if the air molecules in between the cars rejected your car's very presence. Sometimes other racers will stand completely still for no reason whatsoever.
Don't worry, I have video of that too
[youtubenew]http://youtu.be/iQtWhfaOVUs?t=1m36s[/youtubenew]
Perhaps the most upsetting part of this game's numerous problems is that, in order to use shortcuts, you have to be driving a certain configuration of a track. Each track has 6 separate configurations. A,B, & C, and the backwards version of each. In the C configuration, each shortcut is blocked by invisible walls. In the B, some are, and others are available, in the A, there are no invisible walls, but the "barricades" are still there, so you don't see any difference, but you can go through the folding barricades, or cows, with no problem. Some shortcuts, and especially jumps, are only useful for the backwards configuration, making them a giant thing that you can't really use the other half of the time.
I could go on, but if you see my full review at the top, you'll know why I don't want to.
This game has no redeeming features, unless you got it complete, in which case the jewel case can be used for a better, more deserving game. Like Web Browser 1.0.
The game gets a 1/10, only because the rules don't allow 0.