Splashdown Hands-On

Infogrames recently invited the press to Phoenix to show off Splashdown, Rainbow Studios' jet skiing racing game for the PlayStation 2. Check out our hands-on report.

Nintendo's Wave Race 64 is still the pinnacle of jet skiing video games almost five years after its release. Though several games have tried to challenge its dominance with less-than-fruitful results, Infogrames and Rainbow Studios may be the first to legitimately make a play for its crown with Splashdown for the PlayStation 2. The game is just 14 months into development, and Rainbow Studios' blueprints call for plenty of tracks, skis, tricks, and gameplay modes to quell the thirst of game players looking for some water-soaked fun.

What makes Wave Race 64 so great is its accurate physics, startling water effects, and tight gameplay. Based on what Rainbow Studios has planned, Splashdown is already headed in the same direction. There will be five different gameplay modes and three difficulty settings to choose from for both single- and multiplayer abuse. Only the career, countdown, and freeride modes have been announced thus far. The career mode works similarly to the championship mode in most racing games. To unlock the next circuit, you must best four other racers over a series of several courses. The countdown mode has a timer that gradually dissipates, and you are awarded extra time by landing tricks or negotiating buoys. The self-explanatory freeride mode is the only gameplay option already instituted. The gameplay in the career mode consists of navigating a slalom course of buoys while hitting enormous jumps and busting tricks. As you successfully negotiate each buoy or land tricks, a performance meter increases and gives your Sea Doo a higher top speed. If you miss a buoy or bail a trick, the meter drops back to zero. Traveling off course is encouraged in Splashdown, and you must frequently traverse dry land to find shortcuts. In the final version of the game, you will be allowed only three seconds out of the water before you will be teleported back to the track. Splashdown will also include a combo system similar to Tony Hawk's Pro Skater. If you manage to string several tricks together, a multiplier is used to boost your trick scores and your ski's performance meter.

There will be 30 flatwater, aerial, and underwater tricks included in the final version of Splashdown. Barrel rolls, fountains, pirouettes, flips, and tail stands are just a small sample of the maneuvers you'll be able to pull off. The push-button tricks are yet to be implemented in Splashdown's latest build, but back flips can be performed by diving underneath the water and then pulling back on the analog stick when the Sea Doo surfaces. Each of the eight riders will have at least one original trick in the final version. Rainbow hopes to have 18 courses included in Splashdown, as well as several unlockable hidden tracks. The announced tracks include the gondola-infested waterways of Venice, the rice paddies of Bali, the Florida Everglades, the Great Barrier Reef, Lake Havasu in Arizona, a Hawaiian island course, and Nice, France. Only the Hawaiian and Venice tracks were available for play at the event. The Venice track is narrow and requires an adequate amount of experience to navigate. The Hawaiian course, conversely, is wide open and includes plenty of jumps to send your Sea Doo careening over huts and large pieces of land. There is also a wealth of shortcuts that you may take on each track. Some ask you to gain enough speed to clear an obstacle with a jump, while others ask you to dive underwater to reach a new area.

For a game that is so early in development, Splashdown is looking quite good. Though the water effects are already impressive, Rainbow claims that they will be vastly improved for the final version. Real-time reflections and refractions flit along the surface of the water, while warping with the rippling waves. So far, there hasn't been a great deal of turbulence added to the courses, but one section of the Hawaiian course has a series of whoops that require precise timing to negotiate. When the courses are completed, they will include double jumps, triple jumps, and a variety of wave types. The courses are huge, with each one including several virtual miles of terrain. They were built using Rainbow's Motocross Madness engine for the PC, which, according to Rainbow, allows for 10 million polygons per second to be displayed. Rainbow will also be using a brand-new particle system to illustrate water being churned up by the skis and dripping off the airborne watercraft. Considering Rainbow produced some impressive particle effects for its first PlayStation 2 game, ATV Offroad Fury, this should be one especially impressive graphical element. The textures are nicely varied and clear, essentially debunking the PS2/VRAM myth.

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