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Calling All Cars preview overview... that works, right?

Well, we last spoke of David Jaffe's Calling All Cars game sometime last week. He was going to show the build to 1UP and like someone who keeps his word, he did just that. What did they think? What did they learn? We're going to talk about just that. But we'll say this: they had fun and that's a good sign.

The premise of the game is fairly simple: choose a car, knock other cars out of your way (either bumping or weaponry works -- more on that in a bit), nab the criminal and port him off to the nearest prison drop-off. Bam! You receive points. There are other ways to get points, like nailing a helicopter or a paddy wagon instead of the regular prison drop-off point. Most points at the end of the game wins, just like golf! I always win at golf.

Weaponry is a good assist when it comes to knocking your rivals out of commission. They're one-time use items, but they get the job done. First up is the Hammer: it's short-range and you can imagine what it does. If the car subject to your attack has a criminal inside, he'll pop right out. Next is the Magnet: it's medium-range and seems to suck the criminal right out of a car nearby. Handy. Lastly is the Missile: you can figure it out. Jaffe claims each weapon has defensive abilities too, but the 1UP staff didn't understand his hints. Like we said earlier: there's probably a rock-paper-scissors effect (magnet attracts missile, missile stops hammer, hammer crushes magnet is what this clever blogger is assuming).

There's a bit more coverage about the game, but it's just the control scheme and their final impressions -- all positive. We're looking forward to this one!

[via 1UP.com]