Roadkill Review
Developer: Midway | Publisher: Midway |
Release Date: November 4, 2003 | Also On: GCN, PS2 and Xbox |
RoadKill can be described as a Twisted Metal meets next-generation GTA. Set in a post-apocalyptic world, gangs roam free and havoc ensues in urban America. RoadKill has three main worlds, the first of which is medium in size, the rest, large.
In RoadKill, people can be run over, drug under your vehicle, and shot at. Pedestrians are armed with guns and rockets. With these interactive environments, you must beat specific missions. By beating missions, you will earn titles throughout the game. Some are more comedic than others, such as “ass clown�.
While I won’t go into the story, since it isn’t the main reason why you would play RoadKill in the first place, I will say this; the story is rather irrelevant. Cut scenes move the story along and appear before your tasks. News flashes on the radio will explain the action as well. The radio has some very funny talk radio shows. Many of these shows are making fun of political extremists, such as Rush Limbaugh.
The camera angles in RoadKill are good at following the action. The frame-rate stays high and environments are large and well detailed. The environments are somewhat plain and are dark and gloomy. RoadKill is an attempt by Midway to profit off of Take-Two’s GTA series. While it is different than GTA in many aspects, the similarities are obvious. If you like to shoot things without knowing why you are doing so, RoadKill is the perfect game for you.
Graphics: | 6 |
Sound: | 8.5 |
Gameplay: | 7.5 |
Creativity: | 5 |
Replay Value/Game Length: | 7 |
Final: | 6.8 |
Written by Kyle | Review Guide |