Stuntman
Evolution by Digital
Concepts, Price: $18.99
Reviewed March 2004 by Tony Peak
Stuntman Evolution is a rather difficult
game to put into words. While the typical Pocket PC game
can be summed up and categorized rather easily, Stuntman
is that odd exception. Describing itself as an “Action-oriented
isometric style experience”, the official blurb doesn't
quite fit in my eyes. There's not much action short of jumping,
and ‘experience' doesn't explain much. To me, Stuntman
Evolution is perhaps more of an ‘isometric vehicle
based adventure'. I'll try to explain why.
Gameplay basically consists of grabbing
one of a handful of vehicles and completing an objective
often given to you by people in the area. Mixing things up
a bit is hidden packages scattered around and gaps to jump.
It's somewhat like a clean Grand Theft Auto (sans the violence,
weapons, and law breaking) with a pinch of Tony Hawk. (sans
the tricks)
The objectives given to you can range from
completing a number of jumps to finding a certain person
on the map. Some are a little more skill demanding, such
as hitting a number of switches before a timer runs out.
Further adding to the variety is the Bulldozer, which can
actually modify parts of the terrain on the fly. I only wish
it was put to greater use in the base level set.
Controls are one of my qualms with this
adventure. Since each vehicle is mainly a sci-fi hover craft
of sorts, there's no friction to your movement. You constantly
glide around as if on ice, and the effect only gets worse
as the vehicles get faster and jump higher. While the controls
can certainly be tamed and understood, I feel they could
have been better. The effect really didn't enhance my enjoyment
in any way, it only aggravated. As such, I can't see the
use of it.
The lack of any real wheeled vehicles or
motored vehicles that can't instantly jump off the high off
ground on command made the game feel it was missing something
in my eyes. I really wanted to see a vehicle with an engine
jump a ramp, or chug up a steep hill rather than effortlessly
float over it. These hovercrafts seemed to be the vehicles
that should have came as a reward and a gameplay twist late
into the game. In a terrain based adventure, I would have
figured gravity and psychics to play a very important role.
While it does to some extent, it's not as far as I would
have hoped.
The game's graphic engine is quite impressive
overall, especially the on the fly modifications with the
bulldozer. It moves smoothly and looks very clean, but it's
also very easy to misjudge height and depth. The textures
sort of run together, and it's very hard to tell sometimes
when one surface is higher than another, and where or if
the two meet. Thankfully your craft is visible even behind
solid objects, as I spent a good deal of time working my
way back up onto ledges. The sound had a nice mix of sci-fi
sounds: woosh for the jumps, static for the radio, enough
to keep things lively. Music was pretty much a techno-esque
mix reminding me of perhaps a Nintendo adventure.
Overall, it all comes down to opinion on
this one. Some will see its open ended adventure as its greatest
strength, while others may see it as a lack of direction
or goal. Personally, I wished for a little more direction
and length in the base level set, especially considering
the price. There's plenty of unexplored possibility here.
Each level is somewhat short and to the point, if you figure
things out quickly. The built in level editor may provide
you with the means to make any level you wish, unlimited
replay as the product info says, but one typically doesn't
need to build their own game to play it. Nonetheless, I did
enjoy what I played and I appreciate its expandability.
Playing Hints and Tips
Use the craft's shadow to
judge landings.
If you overshoot a jump, try
turning back in mid air to slow your speed.
Mix hardware and stylus control
if needed depending on the vehicle.
Use ‘gap keys' in the
gap list to view locations of gaps on the map. |