
by
Ted Kritsonis
Faze
Video Game Editor
Street
racing video games are starting to become as common as reality
TV shows, and Street Racing Syndicate is yet another game
that takes “The Fast and the Furious” and incorporates
its elements into a video game.
Unlike
some of the other street racers on the market, SRS uses whatever
it can to simulate the underground world of illegal street
racing, whether it be performance and cosmetic upgrades or
girls as ornaments on your car. The formula is a popular one
these days but that doesn’t automatically translate
into success, so where does SRS stand in this regard?
Well,
the premise contained within the game is a good one, but there
seem to be plenty of holes in the way it all comes together.
Roll Up Races are your basic on-the-fly street showdowns where
you find cars with flags above them and challenge them by
flashing your high beams. Respect Challenges are all about
hooking up with girls and earning respect, and Street Challenges
within Street Mode are races on your opponent’s terms.
Eventually when you do get a girl, you can trade her for another
or make her dance, which leads you to a real-life video clip.
The models are hot, but it’s hard to see how this adds
anything to the game.
The
Street Mode is really the only way to go in the beginning
because of all the unlockable content, and collecting cash
by winning races is the only way to get it. You start off
by racing in your buddy’s car, but after the first race,
you’ll have enough cash to buy your own ride. From here,
you can visit the garage as often as you want to soup it up,
so long as you have cash to pay for it.
The
whole process is engaging, but it’s nothing that hasn’t
been done already. There are plenty of options in both the
performance and cosmetic categories, so you should have no
problem making your ride drive like a bullet and look good
doing it. But the problem is that your car will never look
like a bullet because the illusion of speed is sorely lacking
in SRS.
When
you think about the speeds that souped up cars like these
should be hitting, the environment surrounding them should
never look the same as when they do on the starting line.
This happens all the time in SRS, and is a huge problem for
the simple fact that it’s a racing game. If your car
is going 120 mph, but you feel like it’s going 40 or
50, it doesn’t really seem like you’re in a race,
does it?
Things
don’t get much better when you factor in the AI. In
one case, I had raced flawlessly, never spinning out or crashing,
and yet I lost the race at the very end just before the finish
line. At first, I assumed the AI used a nitrous boost, but
after watching the replay, I realized that it just passed
me without any boost at all.
Online
is a bit of a better experience but the lack of illusionary
speed always rears its ugly head with each race, although racing
against human opponents is always more interesting.
Street
Racing Syndicate sparked my interest initially because it
was a street racer that was considered to be in the top class,
but after playing for a few hours the reality tells a very
different story. There’s a lack of polish here that
hurts SRS in so many ways. Had more of a focus been put forward
to make the racing part of the game look and feel like the
world of street racing, SRS might have had a chance. But as
is, SRS will disappoint even the biggest gearheads.
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Publisher:
NAMCO
Developer:
Eutechnyx
Platform:
PS2

Rating:
6/10
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