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I'm
not sure why the "Chris Edwards" in "Chris
Edward's Aggressive Inline" was dropped, but
the game no longer features Mr. Edwards as it's top
spokesman. Unless you are into Inline, you probably
wouldn't know any of the people in this game, but
don't let the non-recognition factor fool you into
thinking this is a nothing game. Aggressive Inline
is a frenetic Xtreme game that takes all of the elements
that made Dave Mirra Freestyle BMX 2 popular and fixes
up the loose parts, making it one of the best of the
genre. No kidding.
Z-Axis,
known for the past Dave Mirra games pulls no punches
with Aggressive Inline. Like Mirra, the game is not
for whiners. It often requires you to pull off the
unthinkable and really put your skills to the test.
But that's the fun of it. Each level features a whack
of challenges, that you can choose to do, or not,
but getting to the next level or opening up secret
areas within might be dependent on it. Challenges
are located everywhere and new ones can be discovered
by interacting with pedestrians or inanimate objects.
Some challenges that might have you scratching your
head as to what they might even mean, have been given
a "fly-through" option in the pause menu,
which is pure brilliance on the part of Z-Axis. I
don't know how many times I've been playing a game
like this and wondered exactly what the hell was required
of me. This takes the guess work out of it. Thank
you for this Z-Axis.
The
nicest feature is the absense of a time limit within
the game. This allows for a more seamless play experience,
with not having to restart every 2-3 minutes. All
you have to do to ensure you are still in the game
is to pull of tricks and fill your juice meter, which
is very easy to do thanks to the control scheme. If
you've played any of the Xtreme sports games you'll
find the control quite comfortable, although it has
been altered. Essentially there is only one trick
button (square) which combined with various controller
inputs will net you grabs (one direction and square),
flips/spins (two directions and square) and modified
flips/spins (3 directions and square). The R2 allows
Cess Slide which is a Revert move used to chain combos
from ramps. The Circle button is the Action button
which allows some cool moves of it's own. With it,
your skater can do vertical or horizontal pole spins,
vaults, skitching (grabbing vehicles) or interact
with the environment or passerby. The Triangle in
conjunction with the directional or analog pad will
provide grinds and the X button is used for acceleration
and jumps.
Agg's
graphics are bright and crisp without a hint of sputter,
just the way I like 'em. As in Mirra the levels are
astoundingly huge and fun to explore and trick lines
are literally everywhere. I'd say you are only limited
by your imagination, but that would be cliche, so
pretend I didn't say it.
In
the end, Agg Inline is a lot like the games that have
come before it, but it's the little changes that set
it apart, actually improving the entire genre. There
are aspects of Agg Inline that I'd like to see adopted
in every Xtreme sports game, but of course, that would
be stealing; unless of course it was a Z-Axis game.
If you think Agg Inline might not be your cup of tea
because it doesn't feature BMX bikes or skateboards,
think again. This is simply a great game that you
won't beat in a weekend.
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