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Juiced: Eliminator Review

Review by Tom Bramwell

14 August, 2006

I've never really been one for self-titled art. Musically, for example, it just confuses people. "Yes I was listening to that the other day." "What?" "Blur." "Yes but which?" "Just Blur." "Oh you mean the self-titled one." "Yep." "But Blur's rubbish." "What, the self-titled one?" "No." "The band?" "Stop that." But then I suppose it doesn't happen very often.

For example, it's not happening now: Juiced comes from similarly named Juice Games, but that's hardly confusing. Released after much fanfare, original publisher bankruptcy, tweaking and a second wave of fanfare to middling reviews in the summer of 2005, the console-and-PC version took a slightly different approach to the average car-collect-'em-up, by offering "a full extension of the culture that embodies street racing," as Rod Cousens, the former CEO of Acclaim said in January 2004. Which, in the real world, basically means it's a bit like The Fast & The Furious.

The same's true of the PSP version, except it's been dialled down in various areas. So, for example, you can still customise your car to perfection and then actually wager it against real people; it's just that those real people will need to be within Wi-Fi distance of you as there's no infrastructure multiplay. It's also been dialled up though, with two new areas (both of which consist of several new routes), eight new crews and over 100 new parts with which to customise your car.

The basic structure's the same, and it is fairly distinct. You start off in a rubbish car - like a Peugeot 206 or a Beetle or something - with no friends and one contact, a new girl who looks a bit like Teri Hatcher. So you hit the starting grid, and the first thing you're asked to do is place a bet. You can bet against any of the other starters; the better ones will wager more, but if you doubt yourself you can always target the one with rubbish stats - that way you can finish all but last and still make some money.

'Juiced: Eliminator' Screenshot play

You can play around with your car no end, although it'll hit a performance ceiling eventually.

That said it's not very difficult to begin with, since you're still in a class 7 or 8 car and the rest of the field disappears into your rear-view fairly quickly. Which is handy, because you'll pick up respect points for finishing further and further ahead. Respect is a good barometer for progress: the more you have, the more rival crews will give you racing rights in their areas of town, and challenge you to one-off races and those pink-slip showdowns, which involve wagering your own pride and joy against theirs. There's genuine risk there, too, because with the exception of a few one-offs, you lose your wagers if you quit out, restart or sneakily rip the battery out of the PSP and pretend you were struck by lightning.

Before any of that of course you'll have to develop something worthy of your pride and joy, which you can do by customising. Juiced offers loads of combinations. As well adding your own crew decals, paintjobs and body-kits, you can improve performance by purchasing new tyres, turbos, nitrous systems and other parts, with better parts unlocked for purchase as you make progress with your current car. You need to be careful though, because investing heavily can move your car over the threshold into a new class and life's different there; it can be a bit like buying in lots of players and winning promotion in football and then finishing bottom the next season. The customisation system is deep but uncomplicated though, with room for experimentation with ride-height, suspension and so forth for those who want to muck about instead of just hoovering upgrades.

On a similar note, you'll also receive the occasional approach from a racer who wants to join your crew. It's good to recruit, because it opens doors later on, but the actual process of managing your fellow racers is a bit dull. The online aspect of the game, sadly absent of course, was designed to let you build crews out of real people; it's still semi-possible in ad-hoc modes, but it's up to you whether that's useful or not.

'Juiced: Eliminator' Screenshot nick

Being able to nick money from cocky racers is a nice idea; pity they're always smack-talking you as you trade places.

General car customisation, of course, is the other side of Juiced's gambling equation; you need to decide whether to invest in big wagers or big upgrades. At first this isn't much of a concern, since you have loads more cash than most people are wagering and the parts don't clean you out. But obviously it gets a bit tougher, and can all come crashing down on you. As Kristan noted in his review of the Xbox version, the main problem with the system of progression in Juiced is that if you suddenly find yourself battered by the opposition (which does happen after a while), it takes a lot of work to stand back up. That's sort of the problem with professional gambling: if you bet the farm and lose the farm, you don't get to try again; in fact, you're lucky if they'll let you come round and stroke the cows.

Meanwhile, the race-types included aren't staggeringly exciting. There are Circuit, Point to Point, Sprints (drag-races with manual gear-shifting; think Need For Speed Underground) and Show Offs (where the idea's to collect style points by daisychaining fancy J-turns and the like), but we've been here before. Even the newcomer, Eliminator, is the racing game equivalent of writing "Deathmatch" with a capital D - the person losing at the end of a lap is eliminated, as racing game fans knew before they read the description. Relay is a nice Wi-Fi addition, but, again, only you know whether ad-hoc Wi-Fi play is something you'll use.

This theme of feeling under-whelmed is a constant, really. Juiced feels like a well put-together, varied racing game, and the customisation and quest for cars is certainly moreish, but you look down your list of notes after a few hours playing it and you don't really know what to underline.

'Juiced: Eliminator' Screenshot minimap

One of the better things the game does is the little mini-map, which is very good for gauging turns and speeds.

The new sections - Chinatown and Angel Raceway - are alright, if a bit repetitive. Career challenges, where the object is to embark on a career-mode game and fulfil certain criterion, like finishing 15 eliminator races in 30 days, are unlikely to provoke street parties. Ditto the arcade challenges. The new post-race CG sequences, where the new guy/girl/Teri Hatcher offers up some smack-talk or guidance, feel a bit contrived. I also can't think of any one track that stands out in my memory. Admittedly this does tend to happen with games that carve routes out of the same city layout, but I can usually still remember favourite sections - I can think of plenty in PGR3, for example, and I last played that six months ago. Something like Midnight Club, where you followed markers through an otherwise open city-space, might have been preferable - half-chancing it through potential shortcuts was brilliant and surprising, and there's nothing that really hits either note here. There are pluses, certainly, like the way rival crews challenge you, or alert you to options you might not have figured out organically - like the ability to set up your own races on blank calendar-days. But on the PSP, a system that's always forcing you to wait for things to load, you'd rather just do some racing.

All of this muted praise about the structure and progression would be rather moot, naturally, if the racing itself was brilliant. PGR3 had a weird sort of you-can-have-everything-immediately and don't-worry-about-losing structure to it, but the racing was fun. Ridge Racer 6 had about a million rubbish races in it to start with, but it was fun. Etc. Racing in Juiced, despite an excellent sensation of speed, is a punishing combination of sluggishness and twitchiness - using the analogue nub to find the middle ground between under- and over-steer is like trying to fish a thimble out of a bucket of treacle. Having to rely on sensible use of acceleration and braking rather than huge rollercoaster power-slides isn't an exact, exacting science like Gran Turismo; after a while it's just kind of dull.

None of this is helped by the game's rather weak visuals and audio. The cars merely look alright, even when they're glammed up, but the scuffs they show for the (almost negligible) damage system are blurred, the textures are often drab and naturally it's all rather low-res. Meanwhile the sound effects are a bit tinny and the soundtrack is sufferable and boring at turns, and you can't replace it with your own tunes.

'Juiced: Eliminator' Screenshot nitrous

Be sure to save some nitrous for the final straight - the well-programmed opposition certainly will.

The AI is fairly good, once things heat up - and certainly a fairer challenge than you'll find in certain other high-scoring PSP racers - while the inclusion of a one-on-one game-sharing option is also welcome. But I can't think of much beyond faint praise, much as I'm trying. Everything I type just reminds me of another "well, never mind". For example, talk of game-sharing reminds me that there's no PS2-PSP connectivity, despite the huge volume of content to work through - an OutRun2-style option to continue a game on the go could've driven it up a mark. Well, never mind.

Juiced: Eliminator definitely does things a bit differently to its rivals, but it's let down in too many departments. It's a content-packed, well-produced handheld game - they can put that on the box if they want - but the racing's a bit boring, the load-delays are too regular and too long, it's very punishing when you start getting somewhere, and the lack of online options hurts it (after all, pink-slip racing against the AI is basically just a new way of putting the boot in when you lose; you can always unlock cars in racing games). When you've played it for a few hours, you can see what it's doing and what it's going to do, and all that's really left is to prove yourself right. As much as it's not bad, I can't really think of any reason to recommend it unless you live in a house of blinged up PSP-owning petrolheads.

6/10

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Comments: 1-30 of 30 in total

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myiagros
14/08/06 @ 13:27
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what a suprise, a completely uninspired racer

die now Juiced, DIE!!
Darren
14/08/06 @ 13:31
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Oh look, yet another uninspired PS2-to-PSP port that you probably played two years ago. Who'd have though eh?
OnlyMe
14/08/06 @ 13:35
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It wasn't even much good on the PS2.
chupachups
14/08/06 @ 13:43
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Can someone explain why there seem to be so many racers on the PSP?

It's not like other handhelds have made their living from racers, apart from Mario Kart I can't think of any hit DS racers for example.
myrmican
14/08/06 @ 13:48
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Criteria

Criterion is the singular.

/pedant
Eldritch
14/08/06 @ 14:06
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This comes as no big surprise.
space ace
14/08/06 @ 14:09
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but the album is great...
kangarootoo
14/08/06 @ 14:10
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Doesn't sound awful though. Seemed a fair review to me. A bargain bin purchase for some maybe.
smelly
14/08/06 @ 14:40
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Problem is.. There are TOO many racing games out now (especially on the psp). Trying to compete is complete stupidity, just like fps games on next gen consoles.

More originality please!
Eldritch
14/08/06 @ 14:42
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"A bargain bin purchase for some maybe."

So far, I have 11 PSP games, none of which I got for the full retail price. Ironically, the only PSP I'd consider to be worth its €45 RRP is GTA, and that's just entered the budget range at €25 RRP.

But the remaining 10 are well worth €20 each. (C:
Rambaldi
14/08/06 @ 14:45
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PSP = PlayStationPort

'able' needs to removed from the name as much as it has been from it's ability to inspire.
smelly
14/08/06 @ 14:46
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Eldritch : GTA sucked balls. You want to get daxter.
Eldritch
14/08/06 @ 14:52
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This thing about the PSP being a port console is just one of those urban legends.

Or maybe you're buying the wrong games, mate. (C:
smelly
14/08/06 @ 15:21
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This thing about the PSP being a port console is just one of those urban legends.


Too right. No-one ever mentions the 360 seemingly only having xbox ports and ports of old games on live arcade...

(yes i know it has had SOME original games, but I bet the port:original ratio is much higher than the psp's)

MadMirko
14/08/06 @ 15:36
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People usually do not compare the PSP to the 360 because one is a handheld and the other is not. The DS is what people compare it against, and that's where the complaining starts.

I guess there are so many PSP racers because they are "cool" and they fit the PSP marketing theme?

There are some gems for the system, but like real gems they are few and far between.
Jaggy
14/08/06 @ 15:42
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Yet another "wireless" option without infrastructure play.

How come the (supposedly) tehcnologically inferior DS can do true online play and the PSP can't?

I have 6 PSP games, and not one has proper wireless multiplayer. I've got 4 DS games and 2 of them have it, and it is implemented seamlessly.

sickpuppysoftware
14/08/06 @ 16:16
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I have 6 PSP games, and not one has proper wireless multiplayer. I've got 4 DS games and 2 of them have it, and it is implemented seamlessly.
Outrun 2 does it.
chupachups
14/08/06 @ 16:31
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"chupachups: because they've generally been incapable until now. GBA wasn't very good at racers, it's only recently the technology has been available to do proper 3D at a decent framerate on a portable."

So because they can do racers on the PSP, they ought to do lots of them?

For some reason it feels like that attitude goes some way to explaining why the PSP is being outsold by a far more primitive console.


(Also, Mario Kart Super Circuit on the GBA, and Super Mario Kart on the SNES for that matter, was one of its best-selling and best-reviewed titles ever, surely that shows that proper 3D wasn't needed for racers to become massive hit games...)
jaxon58
14/08/06 @ 16:59
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Fair review. The handling gets better as you get more practice.

Most reviews of this game have included lies or only spent about 5 minutes playing. Kudos, EG.
Zero Beat
14/08/06 @ 19:28
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I'd rather have the trots for a week.
Empedocles
14/08/06 @ 19:29
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Another triumph for DK how proud he must be...................................
BBIAJ
14/08/06 @ 19:34
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Darren

Oh look, yet another uninspired PS2-to-PSP port that you probably played two years ago. Who'd have though eh?

Ah, but Darren, this now has Eliminator races in it, plus you can now quit out/turn off the PSP during pink slip races and not lose your vehicle, a BIG plus in my book!

Oh, and it only came out last year, that makes it one year ago :oP

Personally, I'm really enjoying this, even more so than the console version, which Darren himself will tell you is a great game, and it kept me glued to my PSP for a many hours in just one sitting the other night.
jaxon58
14/08/06 @ 19:51
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@BBIAJ: But it saves BEFORE you go into a pink slip race, so if you switch your PSP off, you've lost your car!
BBIAJ
15/08/06 @ 01:24
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It does?

Damn, I could have sworn it didn't!

I guess I just haven't lost any pink slip races yet then!

So, what do you think to the game then?
dk_rare
15/08/06 @ 04:38
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Another psp bomb, YAWN
BBIAJ
15/08/06 @ 05:49
#26
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Have you played it? I doubt that...

Are you interesting? I doubt that also...

YAWN!
jaxon58
15/08/06 @ 09:10
#27
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I can't say what I think of the game as I worked on it!
tega1
16/08/06 @ 05:22
#28
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Hello Dear,

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BBIAJ
16/08/06 @ 16:19
#29
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OI!

Go pimp out your shit some place else bro'!
Batbat
23/08/06 @ 20:24
#30
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just what the world needs another meh driving game for the PSP, I swear the PSP is the worst console ive bought game wise, slow load times crap battery stupid UMD pff

Comments: 1-30 of 30 in total

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