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Dave Mirra Freestyle Bmx 2 (ntsc)


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#1 Big Cheese Make Me

Big Cheese Make Me

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Posted 28 February 2009 - 10:17 AM

Title: Dave Mirra Freestyle BMX 2
Publisher: Acclaim Entertainment
Developer (s): Z-Axis, Full Fat
Date Released: November 28, 2001 (on Xbox)
Number of Players: 2 Players
System Link: No
Xbox Live: No
HDTV Support: No
5.1 Surround Sound: No, Dual-Split Stereo, I believe.
Genre: Sports, Extreme Sports
Platform (s): PlayStation 2, Nintendo GameCube, Xbox, and Game Boy Advance
ESRB: Teen
Retail Price: $20.00 (I'd say)

Rating: 7.5/10

Gameplay: Gameplay, right. Well. It's a BMX game.
Acclaim throws you some riders, puts you in some levels,
and you're off to do some goals in them.

It took me just a few days to beat this game with all the goals completed.
You beat goals, you unlock comps.
The thing that pesters me about doing goals, is that they are only unlocked per character.

That means, you beat the game with Dave Mirra,
Then you'll need to beat the game with NyQuist, for example.

I don't have time for all of this.
I'm pretty sure I could just make a new save file.

Doing goals in-game will have you unlocking certain things in-game.

For instance, the indoor parks at Woodward.
Playing with the character you unlock this with in,
Say, Session mode, or Freeride mode, would thus keep that place unlocked.

The Xbox version of the game features two new levels.
Not much.
They feel out of place, a bit, actually.

They're alright, and have some fun sections,
But they feel more like from the first game,
Just larger. (?)

The worst part, is, in these new levels,
The riders won't be able to tell you where the other riders are.

Those whom are familiar to this game, like me,
Yet not familiar with these new areas, will be wandering.

Sometimes I felt like I had to cheat to beat a goal.
i.e.: Perform a 1080 everywhere, desert level.

Okay, let's see, I can't just jump off of something, I'll get cratered.
I ended up just doing one off some level-edge,
then wall-tapping the canyon, out where the water is.

The highway level? Don't get me started.
The real highlight of this game, IS the levels, though.

Huge, almost of massive in scope, ahead of its time.
These levels hold their own, with some of today's extreme sports game.

The level types?
These make sense.
Woodward Skate Camp, a city, a swamp with eight-packs.
No car factory here, no zoo, just the rideables.

The actual gameplay, kinda flaunty, people complain about how glitchy it is.
They're right, but only when comparing this to a Tony Hawk game.
I can't just expect to grind a rail just standing to it.
You gotta time your jumps right, and then figure out how to ride backwards.

Bail-outs are a hoot, as is the ability to hold onto something while bailing.
Grinds slow down to a hault, as they should, and we have flatground stalling,
Again, way before its time

No flatland tricks, but they reprised this in the next installment, so I've heard.
The actual tricks themselves.
Wow.
You'll be spending hours, and hours, modding tricks.
Modding aerials, modding stalls, grinds, modding your manuals.
Modding mods! No joke, cause it is in there...
Modding aerials with aerials.
Putting a spin onto that backflip, voila flair.

Session mode is a bit like Proquest, minus the missions,
Basically for high score gaining...
There is even a replay option, for all you movie maker buffs...

Customization: No character customization, besides clothing, and bikes.
That means you won't be making anyone.
Never bothered me any.

The big highlight of this game, always was the massive create-a-park.
The level types are outstanding.

A lot of selections from areas of the game, and then new areas, like a beach.
Lots of pieces, ramps, and etc.
Stuff like rails that can be placed upon almost any piece, more than once.
At any angle.

Place gaps, starting points, etc.
Dig-out wholes in the ground.

The level templates have pre-ridable areas, too, that was pretty cool...

Multiplayer: Yes, it isn't split-screen.
But is it fun? It's better than nothing,
and it beats (barely) having to pass the controller back and forth.
You can expect to be playing this more as a one player game...

Sound: Wonderful.
The pedal pumping, the tire flourishes, absolutely outstanding...
The music is good, a select Black Sabbath track, live, from Ozzy,
Sum 41's is good, not even into hip-hop, but these tracks are decent.
Godsmack's Awake is the title track, and She Sells Sanctuary (say that five times fast),
By the very-well rock legends the Cult...

Presentation: Really good, easy-to-use/ navigate menus.
The save systems are outstanding.
Pretty self-explanatory.
The create-a-park could have used a better camera system,
But the objects were more than easy to have been found.

There are movie unlockables.
Expect to want to see the hard-earned (hard-earned!),
Dave Mirra's 'retro' movie...
My personal favorite was always Rick's, though...

Graphics: Nice.
Don't expect a modern graphic from a game this old.
Yes, you'll get that typical, rusty, flat, Ps2/ Xbox thing...
But the water, particularly on the Xbox version, always looked good.
Sure, its physics are unreal, but at least the graphics on this looked nice.
The grass is fluffy, and the dirt is dirty.
The wood looks impressive.
The asphalt was also good.
The sky could have been better, though.
Not the graphics, but that weird, sorta spinning-around, pan, thing...

Replay Value: Sure, I'd personally buy this one.
You could always just roam the levels in Freeride...
There are records to set, goals to unlock, movies, comps.
and there is always the park-editor.

Beats XXX for sure!

- Matt Fincham




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