FlatOut: Head On Preview

FlatOut: Head On

I recently had the opportunity to sit down with a preview build of FlatOut: Head On for the PSP. I have to say that I was genuinely impressed with how this racer is shaping up for it’s March 11th release date.

Racing games can basically be distilled into two key types; the Arcade Racer and the Simulation. FlatOut thankfully has always accepted that it was the former and pushes that envelope. Any game with a driver high jump event as a challenge can’t be taking itself too seriously after all.

Tha glass goes flying.

Head On is the latest in the series of games that started out on the previous console generation and most recently made an appearance on the Xbox 360 as FlatOut: Carnage. Head On is based on that 360 version and places heavy focus on its predecessor’s Carnage mode. Carnage is a perfect fit for the quick pick up and play gaming habits that us portable gamers tend to develop. Instead of trying to finish first in a race your goal is to cause as much damage as possible while running the race.

Think of it as a cross between Burnout‘s crash mode and a smash up derby, and you’ll have a good idea what I’m talking about.

I personally loved the heck out of this mode and spent most of my time trying to bash, crash, flip and total everything in my path. It is indeed a perfect game to play on a long and stressful commute home.

Rockem Sockem.

When you finally need a break from the intense action in Carnage mode you can take on the game’s huge career mode. You start out with just enough cash to buy a clunker of a car, but by placing well in races, events, derbies and mini-games you earn cash that can be spent to soup up your ride or to buy a bigger and badder machine. This adds a level of depth to this title that will no doubt add hours upon hours of replayability. Even more so when you are a completionist like I am and simply must unlock and buy every car and upgrade in the game.

Making an appearance in Head On is, of course, the mini-games. The mini-games are probably the most recognizable parts of the FlatOut series, as it’s quite hard to forget the joy of launching your first hapless driver through his windshield, hundreds of feet through the air into a large net. Thankfully these mini-games are every bit as fun on the go as they were on the games’ bigger, console cousins. Your driver still flies out of the car flopping away with the signature rag-doll physics, and the landings are as bone-crunchingly satisfying as ever.

Human bowling FTW.

You can’t have a racing title without multiplayer and Head On will include all the multiplayer options that you would expect. Unfortunately since this was a preview build I was not able to mess around with any of these. I’ll be sure to cover all of the multi-player modes in my review once the retail game hits.

I have to say that I am very impressed with how developer Six By Nine was able to squeeze all of the fun of the big console versions into my PSP. The graphics are gorgeous with particle effects and debris flying everywhere, and the controls are spot on.

FlatOut: Head On is shaping up to be a killer title for the PSP. If Six By Nine can keep things as quick and brutal as they are in this preview build, this will be a must own for any arcade racing fan with a PSP and a few spare months to waste. I’ve included some more screenshots and a preview trailer below.

Boom Shakka Lakka Rockem Sockem. Smoking Tires Yes, that’s full motion blur on a PSP. Tha glass goes flying. The sparks are flyin’

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5 Responses to “FlatOut: Head On Preview”

  1. Dustin March 6, 2008 at 11:44 pm #

    How was the frame rate and analog handling? Those are my two major concerns.

  2. Mitchell Dyer March 7, 2008 at 1:53 am #

    FlatOut has always had some slippery controls, but I think that it would almost suit the PSP.

    Also, being a preview build, you need to give them the benefit of the doubt that the framerate will be decent at launch. I don’t know how it is now, but assume improvement!

    I’m super excited for this, and Lloyd’s words are more than encouraging enough for me.

  3. Dasme March 7, 2008 at 7:22 am #

    Hey Dustin: The frame rate was great as far as I saw with only a few dips here and there when things go real crazy. Nothing that distracted me or that affected my control.

    The controls took a little getting used to because the analog nub isn’t as sensitive as a control stick. When you are on loose gravel or mud things are muddy (no pun intended), and they switch to tighter controls when you hit the pavement.

    Like other titles in the series the controls were arcadey, and worked well on the PSP. Since it was a preview build, I have hopes that the few frame rate drops and the like have been taken out totally, but I won’t know that until I can play the full retail.

  4. Dustin March 7, 2008 at 1:07 pm #

    Sounds great. Really appreciate the preview as i’ve been looking forward to this since UC came out last year. Any word on if you can use the d-pad for steering? That may be a better transition than jumping in with the analog nub.

    I’m really looking forward to the multiplayer review. Some bowling, soccer, etc. on the go sounds like a blast with friends online.

  5. Mitchell Dyer March 7, 2008 at 2:01 pm #

    I wonder if it’s just Ad-Hoc, or if there is Infrastructure play…

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