anyone who said this wasnt scary on release was lying for attention Lets be serious here

through its many, many pain points and rough edges, it still ends up telling a great narrative with some really compelling characters. really fun environment too. when you finish the missions up in north algonquin they start introducing a deluge of faceless mafia or government goons to give you missions for the rest of the game and that's honestly my only real "issue" with the game as it were... why should i care about this revolving door of characters who will probably die at the end of their mission line to set up the next one anyway? then the game ends completely unceremoniously. you're winner.

i felt like i hated this game a lot of the time i was playing it but there was just something always bringing me back to get some more mission progress and just explore such a beautiful city (when they have the colour grading turned down) every day for the ~2 weeks it took me to beat it. i'm absolutely sure my feelings would sour towards it if i played it again but the first part of this game, sans the introductory few missions, is just the pure perfection of open-world gaming, especially when you're settling into the mechanics. maybe that's just because they don't make you do any close quarters non-cover combat until algonquin?

The driving is not hard and anyone who complained about it should be banned from reviewing games forever.

you can tell it's very well-intentioned but this might honestly be the most boring racing gameplay loop imaginable (especially playing this immediately after its sequel), with the awkward handling not giving it an edge in pure gameplay. thank god it sold unreasonably well so we could get a version that wasn't stuck in hell for 3 years

the most evil thing created since people stopped making i wanna be the guy fangames

unimaginably beautiful in every way despite some of the most confusing setpieces ever

a little too ham-fisted in the way you'd expect of a 2009 flash game, but very much worth a playthrough. the disorienting movement at least feeds into the themes but the puzzles being so obvious drags it down

new areas are cool but the endgame drags this down, the most blatant rubberbanding with any fast rival and then the slog of wanderer grinding at the end (that you can't even beat in the english version), probably my least favourite in the whole series

in an age where you can pirate games so easily it's hard to get mad at something like this even with how awful and sloppy it is it's still genuinely fun for like an hour before you never touch it again. would have been 5/5 without the obnoxious screen shake when anything happens

these people dont know how to rotate a block Do better

made by most of the same people as juiced before they broke off to form juice games and you can really tell, especially visually. feels like it has to be the same lighting tech and environment building methods (in a more primitive form). honestly it looks kinda cute in-game sometimes but the menus are about as dissonant and unrefined as the first juiced but it doesn't matter when you barely use them.

but at least in juiced even if it felt kinda like driving a barge at times there was never really a point where i felt like i was fighting the game. in gtc africa, there's never a point where you aren't. steering response time is abysmal (at least half a second) and when it finally gets going you usually enter into a weightless slide and have to fight to exit the corner.

this isn't so bad in the first half of the game where you have really easy opponents and wide tracks with generous runoffs, but the back half starts slimming down all the tracks and then decides to start putting debri on corner entries/exits and even the apexes sometimes for some arcane reason

and if you hit them, you're probably done for (at least for the race). i spent most of my time in the end of the game trying to work out how the ai worked cause there wasn't much else to do in 20 consecutive 8-10 minute races, and i still have no clue. only thing i CAN tell you is if you fall into last place it's a nightmare to get back in the points, and the ai difficulty seems entirely based on what track you're driving and maybe even how fast you get off the line? but there's definitely some sort of rubberbanding in place; you can force them into walls and they'll find their way back in a lap or so.

at least the career structure allows you to lose a fair amount, it's all championship format (10 fairly short races each for the first 2, 20 endurance races for the last) so you can build a lead and not have to care so much for the next 2 hours worth of racing. unfortunately all you get for beating the last championship is a jpeg and no unlocks.

i don't think i'd recommend this to anyone honestly but if you do play it i at least want you to know that there's no value in the back half and you're torturing yourself for nothing. the only reason i stuck with it for so long is i was in awe at the car list honestly, you get the normal rally staples of the time (focus, cosworth, the lancer/impreza), and then they just stick a bunch of early 2000s american fodder in there to pad it out. it took an embarrassing amount of time for the novelty of driving pontiac vibes and ford cougars to wear off for me.

Dont play the game. They lasted a year after this before making the most underrated extreme sports game ever (Rolling) and then imploding

it's actually extremely funny how much they nickel and dime park players so i have to support that somehow

4th challenge you're supposed to intuit that if you hold r1 while pointing at a sliding door itll open Just play the 2nd game it's just this with a graphical overhaul and usable controls

schlocky plot, weird physics, about 5 songs total in the soundtrack, content dries up an hour before the game ends, black character that has an accent unheard since the 70s. came out 5 years after it feels like it should have. still remains fun somehow