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CRITIK

Beam Breakers

2002
GenresAction, Science Fiction and Futuristic, Third Person Perspective, Crime, Vehicular, Single Player, Multiplayer, Racing, First Person Perspective
AvailableOct 21, 2002
PlatformPC
DeveloperSimilis
Overview

With towering skyscrapers and anti-gravity cars changing the metropolis atmosphere, racing has become a more dangerous sport. Death-defying drivers from rival gangs risk everything in wild, illegal races in the middle of rush hour--always on the run from the MetroPolice. Now, a new challenge has come, and you must take control of one of 30 cars and race against five different gangs. Each track takes you through realistic and densely populated living environments.

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We're still gathering data and reviews for this game. Once we have enough information, we'll provide a detailed scorecard breaking down all aspects of the game.

Reviews

11 reviews found

80

IGN

PC

Jan 1, 1970

Summary and quote unavailable.


79

PC Gamer

PC

Jan 1, 1970

Summary and quote unavailable.


73

GameZone

PC

Jan 1, 1970

Summary and quote unavailable.


60

ActionTrip

PC

Jan 1, 1970

Even though the game's obviously meant to pinpoint the sheer racing aspect of it all, there's nothing in its essence to make it more addictive. On the other hand, other aspects deserve praising; the level design, various visual details, a wide variety of car models, etc.


60

Computer Games Magazine

PC

Jan 1, 1970

Summary and quote unavailable.


56

GameSpot

PC

Jan 1, 1970

Summary and quote unavailable.


52

GameSpy

PC

Jan 1, 1970

The AI is stuck in neutral, the races aren't exciting enough to get your engine running, and the missions feel a bit flat. Assuming you have the horsepower to look at the nice sense of style found in the architecture, you'll find a game that is at least always interesting to look at, which is fine -- if you want a spectator sport.


50

Gamers' Temple

PC

Jan 1, 1970

It appears that the developers spent all of their time in creating the city and traffic, and the AI and gameplay took a back seat. However, most people buy games to play them (and have fun doing so) and not to look at interesting science fiction scenes.


50

Computer Gaming World

PC

Jan 1, 1970

Summary and quote unavailable.


50

Adrenaline Vault

PC

Jan 1, 1970

Summary and quote unavailable.

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