
But as already mentioned, Head-On borrows from Twisted Metal 2 in more ways than one. The physics model used for the vehicles in Head-On strikes a canny resemblance to the game's now aged forefather, with exaggerated jumps and reactions to collisions. The driving of Head-On should then be familiar to long-time fans of the series, but can't shake the feel of being somewhat outdated. Fortunately, the only time the game's vintage physics are ever really a problem is on the rare occasion that vehicles get stuck in building walls after a particularly nasty smash.
These arcadey physics lend themselves especially well to what's always made Twsited Metal a fan favorite: multiplayer. Taking to the harsh streets of Los Angeles and Tokyo with a pack of buddies has never been better, as Head-On supports up to six players in one of eight multiplayer modes, plus a two-player co-op mode with multiple difficulty levels. Even the basic death match mode is made new and exciting with a number of adjustable options. Carried over from Twisted Metal: Black Online are options for collectible relics, power-ups scattered throughout the massive environments that grant special powers like double damage and increased armor. The surprisingly versatile multiplayer mode adds plenty of variety to the action, ensuring frantic play long after the single player story mode has been fully conquered.
A somewhat disappointing aspect of Head-On is the visual quality. Twisted Metal: Black may have taken the atmosphere of the series in an entirely new direction, but it also succeeded in setting a new standard for artistic achievement. Head-On doesn't come close to matching the quality of Black, with flat models and textures made even less attractive by the lackluster lighting. And even though Head-On shares the styling of Twisted Metal 2, it's still not as visually memorable. However, not all is bleak in this department; Twisted Metal: Head-On runs at a surprisingly smooth frame rate, and with no noticeable slowdown even in the chaos of flying missiles and crashing environments. Given the amount of interaction allowed with the environments, that's pretty impressive.
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Posted: 18 Mar 2005