Screamer Combines Style, Speed, and Story

Pre -viewing Screamer

You may not remember Screamer. It is clear, given that the Arcadian PC racer debuted in 1995. At one time, it was a graphic power station, which brought graphic processors to the knees and previously dated games, such as the need for speed for many years. After several continuations, he went to the sunset to become one of those games that fans always hoped that someone would have to do. Thanks to the developer Milestone, the new generation is going to experience Screamingwrapped in a new shiny package.

https://www.youtube.com/watch?v=jn90j1lm5wi

Double stick of fun

Screamer is a purely arcade racer, so you do not set up brake lines and do not update the carburetor. In general, the driving model boils down to a gas blow, sometimes a brake feathers and using the right finger for falling to drift at the corners at a right angle. There is a form of transport battle, but there is no real modeling of damage.

Well, not enough As simplified as I just described. Screamer is not complicated, but there is some depth. There is an interesting mechanic Yin/Yan. Although the cars have automatic gearboxes, you can again switch to key points, which fills the counter, which allows you to temporarily increase the speed. Move well – in other words, drift like the wind – and you fill out another counter that gives you the final, constant speed mode called Overdrive. Click on another driver while in this mode – you have no brakes – and they burn a toast. Catch? Even touching the fence means that you will explode. You are reviving, but for the huge cost of your place in the glass.

The plot mode

Other large Screamer hooks come from his situation, history and artistic. Described as anime -an anime, cars and characters definitely have anime aesthetics. In Screamer, you do not buy cars; You add the characters of the driver and their vehicles. There is narrative driving – a pun – experience about competing drivers' teams, and everyone has a background. Unfortunately, the limited demonstration that I played did not previously watch this aspect of the game.

The difference in cars is obviously greater than deep skin, but differences in power, performance and risk/reward for the use of increase and overload systems. A handful of drivers and cars in the demonstration definitely had both simple animals for driving, previously given, and food with living on the edge.

District cities

In the demonstration, most tracks were collections of complex, winding chains in a dense urban environment. The strollers were long and full of dangers, and the drivers of AI were aggressive and possibly too experienced. It was not easy to finish in the first three.

Both daytime and night paths were in detail and dynamically lit, but there was no mass of character or much anime -anime. The same thing, the music that was, was, the punish-and-fiery rock guitars and drums that could come from any modern racer. The sounds of the cars themselves have not changed from the vehicle to the car. But the demonstration was only a piece of screaming, and there is much more when the game will be released in 2026.

On the way

When the games receive a RIMACK or rebooted after a decade, players shrug their shoulders and say: “Of course, why not?” But 30 years in the game world is another question, for example, the transition from a horse and a burg to a sports car with bleeding. Or, in the case of Screamer, the transition from the 1995 graphics and processing to almost unlimited possibilities. There are many arcade racers, but there is nothing similar to the anime -SCREAMER EXTRISE and a unique mechanics. I look forward to the opportunity to see how history is played out, and driving in testing all cars and tracks of the game when it releases next year.

*** PC code provided for preliminary viewing ***

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