Fatal Inertia EX (PSN) Review
Posted by Mark Salmela on 06.26.2008
How does this futuristic combat racer hold up on the PSN? Find out in the full review.
It’ll be an interesting battle to see which futuristic racing game will reign supreme on the PSN, as Sony’s WipeOut HD and Koei’s Fatal Inertia EX are launching only weeks apart from one another *that is if WipeOut HD isn’t delayed*. Unlike WipeOut HD however, Koei’s Fatal Inertia EX isn’t an exclusive, as the game was released as a disc title in the middle of last year. It’s interesting that this is the first title that was released on a disc for the Xbox 360, yet makes its way onto the PS3 as a downloadable title. While I only tried the demo for the 360 version of Fatal Inertia, I wasn’t big fan of it. I found the controls to be too loose, and the game to be mediocre at a time when the 360 had a much more impressive lineup to choose from. Whether or not you want to blame it on Sony *it is their fault*, the PSN has failed to draw the number of video games that the XBLA has. So has Koei made the necessary improvements to make Fatal Inertia stick out above the rest on the PSN? The short answer is kind of…
While it may have to do with my preference of the DualShock 3 over the Xbox 360 controller, I’ve found Fatal Inertia EX on the PSN to control much better than its 360 counterpart. I now find myself making those precise, final-bend turns that are crucial to winning an online race, something that I wasn’t nearly as successful at with the 360 controller. Using the shoulder buttons to strafe, players can either round the corners with the analog stick, or gain support from strafing with the shoulder buttons.
Besides the controls, the level selection is also very impressive with Fatal Inertia EX. Most titles now days only include a few tracks *such as GT5 Prologue*, so I was very appreciative of EX’s vast selection of levels. Now Fatal Inertia doesn’t have a whole lot of mini-games or selection of modes, but that’s not important. Fatal Inertia EX is all about getting from point A to B in the fastest time possible, defeating your opponents along the way.
What separates Fetal Inertia EX from the pack is the impressive use of real-time physics. While most games that make use of weapons have a pre-set reaction to being hit, using weapons such as the slingshot can make for some interesting and realistic responses from catapulting players. Other weapons such as the use of magnets to screw with the other players hovering mechanics only adds to the fun, and makes the online mode a very enjoyable experience.
The meat of Fatal Inertia EX lies in the online mode and career mode. Career mode puts players through a campaign of races where players must win races in order to unlock parts to customize their ships. While the amount of customization is rather basic compared to other racers *most parts don’t effect your ship a whole lot*, it is an appreciated feature. The campaign mode is rather standard for Fatal Inertia EX. It doesn’t revolutionize the genre, but it is acceptable *and necessary*.
The online mode on the other hand is pretty good. While I did experience a fair amount of lag *and there’s no voice chat*, I did have a blast playing with other people. Since you can only play split-screen offline *you can LAN, but I didn’t get to test it out*, I recommend making sure you can play online before buying this title.
While I did mention that I was impressed by the use of physics and the graphics in general, there are some issues with pop-up and the framerate. I have a big issue with any racer that can’t hold a locked framerate, and Fatal Inertia EX does not stay at a consistent framerate. The game looks really good at times, but it’s a racer and I cannot tolerate graphical issues such as framerate. It has to be done right.
What a beast!
I also had a bit of a problem with the difficulty. Some of the later missions can become near impossible, and since the career mode runs in “series sets” rather than single events, it can become frustrating having to restart an entire series set because you got blown-up in “Magnet Mayhem” where half the racers will be destroyed and get an automatic last place. I enjoy a challenge in my racers, but at times Fatal Inertia EX can become a chore to finish, and that’s not fun.
My final complaint is the price point of Fatal Inertia EX. I know that the 360 version was a full priced title, but $30 is still too-much for Fatal Inertia EX. Considering the PSN titles over the $20 are usually triple A blockbusters such as WarHawk and Gran Turismo, I feel that Koei is pushing the price point a little by putting Fatal Inertia EX for $30. $20 would have been perfect, but at $30 you should definitely try the free demo on the PSN before considering a full purchase.
Fatal Inertia EX is a welcome addition to the PSN. While I would have liked to have seen it come out at a lower price point and receive a little more fine tuning, what’s there is an enjoyable racer. Most of the weapons are fun to use, and the courses look pretty. The online mode is also a blast to play, although here’s hoping Koei releases a patch to fix some of the lag issues and the lack of voice chat. If you’re looking to only pick up one futuristic racing title this summer, you may want to wait for WipeOut HD, but Fatal Inertia EX will please racing fans.
Graphics
6.0
While the graphics can look good, there are problems with the framerate. And problems with framerate in a racing title is inexcusable.
Gameplay
8.0
The game controls pretty well, and the racing is both fast paced and fun.
Sound
6.5
Eh, the techno music is appropriate, but I was a little annoyed at times. Nothing special.
Lasting Appeal
7.0
The career mode can get really challenging, and as long as the online mode receives a patch to improve the lag, the online mode is solid.
Fun Factor
7.5
If you like combat racers, this game will definitely wet your appetite. It is nothing special, but it gets the job done.