Fast & Furious: Showdown Review
A catastrophic wreck.
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May 24, 2013 The
Fast & Furious movies are known and loved for their over-the-top
pomp and insane stunt driving. It's good dumb fun, and that's the thing
action games are best at. That’s why it’s such a surprising letdown that
Fast & Furious: Showdown fails on practically every level to
capture any of its cinematic brethren’s frantic energy and enthusiasm
for lovely destruction. This feels like the bare minimum for what it
takes to be a racing game. Are there cars? Yes. Is it interactive? Yes.
Is it possible to complete? Yes. Is there even the slightest modicum of
entertainment to be found within its soulless shell? Absolutely not.
Here's an example of how this half-assed cash-in manages to
loosely reenact the films while completely sucking the life and fun out
of them: an early mission recreates the thrilling bank-vault heist from
the end of Fast Five, which featured Vin Diesel and Paul Walker blazing
through the streets of Rio de Janiero with a massive safe tethered
behind their cars. Well, that level in Showdown replaces Diesel with
Ludacris’ character (apparently Diesel was smart enough to not want his
likeness associated with this stinker), reduces the destructive safe to
the weight of a piƱata, and kills any notion of enjoyment that was
contained within the film with non-existent driving physics, ridiculous
collision detection, lifeless environments, and bugs around every
corner.
That mission, like most of the 30 included, was mercifully
over within four or five minutes. If you do the math, you come out with a
completion time of roughly
two and a half hours, or three if you
account for the wildly uneven difficulty that flips between
patronizingly simple and stupidly difficult. Even at that length, I felt
that Showdown seemed to actively try to persuade me to stop playing
before I reached the finish line.
It’s almost impressive to consider how Showdown's missions
transform the act of driving 200mph into a banal chore. Most involve
little more than making it from point A to point B at a leisurely pace
and oftentimes end in success or failure for no reason whatsoever. Some
require you to man a gun with infinite ammo and simply point it toward
anything that moves. The Germany missions in particular are riddled with
bugs and fail-states in the form of proximity mines that act without
logic. Sometimes they can be destroyed, other times they must be
avoided. Then again, there were moments where the mines were simply
impassable, and I’d have to restart the mission in order to circumvent
the obstacle. Missions in Rio, Miami, and Hong Kong aren't much better,
and certainly aren't any prettier. Presented without context, I might've
mistaken Showdown for a bad budget game from a decade ago.
Continuing that downward spiral, between races there are
low-budget cinematics with muddy storytelling followed by egregious load
times, and the stand-in voice actors (no one from the films lend their
vocal talents) rattle off their lines with no emotion whatsoever. Seeing
as how Fast & Furious 6 was unreleased at the time of this review, I
can’t speak to how accurately Showdown adheres to the film’s storyline –
but I can say that it completely butchers events from the previous
movies.
Misery loves company, so you can choose to partner up with a
buddy and play through that two and a half hours cooperatively. Banding
up with a fellow masochist might present the slog in a new light, in
that it creates an open dialogue regarding the multitude of better ways
to spend your time and money.
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