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REVIEW ZONE : everything you need to know
 
Dethkarz

by Beam Software / Melbourne House / GT Interactive

Review by
Vajra Chandrasekera and Chamila Sumanasekera

January 02th, 1999

Introduction

Screaming off through a web of streets woven between the towering skyscrapers of a super-urban megacity, battered and shaken in the cockpit of a demented, diabolic machine under a weird purple sky, dazzled by the laser fire criss-crossing your field of view and staggered by glittering neon and the vast panoramic view, you begin to wonder: are you driving your car, or is your car driving you?

Beam Software’s Dethkarz is a fascinating game, both to look at and to play –and you don’t necessarily need to be a homicidally inclined speed freak to enjoy it, though that would help. Published by Melbourne House and distributed in the US by GT Interactive, Dethkarz is an aesthetic delight. While there have been some great racing simulation games in recent months using 3D acceleration, most notably Need For Speed III: Hot Pursuit and viper Rasing, Beam Software have pushed the limits with Dethkarz. Set in the 25th century, these aren’t so much cars as killing machines on wheels: and they look the part. If you’re tired of playing games with ordinary, unimaginative cars, then take a peek at this. The vehicles are so seductively, sensuously chic that you feel compelled to take them for a spin, after which you will be possessed by the demonic spirit of the car if you have any artistic sensitivity whatsoever. Let me rephrase my earlier comment- if you’re a homicidally inclined speed freak with a strong sense of the aesthetic, you will not be able to resist the call of Dethkarz. But will the game be able to hold your attention when you get down to what really matters- actually playing the game? Why don’t we go find out?
 
 

 

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