3Xtreme combines high-speed racing, trick performing (over 270 in all) and some hand-to-hand combat as players compete using three types of equipment: inline skates, BMX bikes and skateboards. After you choose from seven polygonal racers, each rated in strength, stamina, freestyle ability, quickness and agility, you then decide on your gear (70 models in all).
The game is played from a third-person view behind your character as you try to finish each course in as fast a time as possible. Like previous games in the series, players can earn points by passing through gates or by performing tricks (over 45 aerial moves are possible). These points can then be used to purchase additional equipment and upgrades.
Players can select a Season, Exhibition, Time Trials or Freestyle competition. The main aspect of the game is the Season mode, which is divided into three circuits spanning multiple races: the first circuit involves six races; the second lasts eight races; and the third consists of ten races. A ranking system is then used to keep track of your progress during the season. Winning circuits with different athletes will unlock additional equipment, tracks (a total of 27 courses are included) and six more characters.
Exhibition is one race against the computer or a friend on a horizontally split screen, and the Time Trials involve streaking down a course trying to hit each gate on your way to the finish line. Freestyle, as you might have guessed, involves performing as many tricks as you can within the allotted time.
3Xtreme supports the vibration function on the Dual Shock Analog Controller, offers three camera angles (close, medium or far) and uses one block of memory card data to save your season progress, unlocked features and best times.
~ Scott Alan Marriott, All Game Guide
Roots & Influences
3Xtreme is the third game in the ESPN Extreme Games series. The events found within are taken from the more popular aspects of the world of "extreme sports." It was meant to be an improvement of realistic physics and game play over its predecessors, but failed by a wide margin. Many considered it to be a regression rather than a progression.
~ Matthew House, All Game Guide
Review: Overall
Game sequels are generally supposed to build upon the original's positive features while improving on areas that didn't quite cut the mustard. Someone should kindly tell this to 989 Studios. The Xtreme series has somehow gotten worse with every release, and after playing 3Xtreme, one has to wonder just how low the next one can go.
So what exactly is the problem? First, the controls are so unbelievably stiff that you'll spend most of the race clenching your teeth in frustration. Game play involves pushing hard on the control pad just to move your character left or right. Control pad, you say? That's right, there is no analog support! This is an inexcusable omission for any game released in 1999, especially when a simple manner of moving left or right actually hurts your thumb. Was analog support a casualty in the name of an earlier release date? It certainly appears that way.
The most faulty aspect of the control is performing hard turns, which is an essential part of racing down the twisting courses--you have to push down on the pad (or press the circle button) while simultaneously pushing left or right. The trouble with this move is that your character suddenly jerks across the screen as if you hit the return button on a typewriter. It feels sloppy and completely unrealistic.
The second problem is the slow-paced nature of the game. This is an extreme sports title, isn't it? The most fundamental part of the experience should be the sensation of speed and danger you get while riding down steep courses. 3Xtreme never feels "fast" no matter how many miles per hour the screen says you're traveling. You can't even crouch while on a board or skates to go faster!
Third is the problem of boring course design. The first game had you flying through exotic locales such as South America (complete with a temple) and through the streets of San Francisco (with moving cable cars to jump over). While there were only five tracks in total, they all had moving obstacles to avoid that added to the fun. A missed opportunity in this game is when you drive next to a zoo on one of the courses, you should be driving through the zoo while animals roam around interfering with the action!
Instead, you'll race on courses that all feel and look the same--boring gray asphalt with ugly yellow ramps and blue railings everywhere. They are there just so you can perform stunts for bonus points, which appear to be the feature the developers spent the most time on. The aerial moves are easy to pull off and look great with motion-captured animation. Unfortunately, this is primarily a racing game, and the racing part is the weakest element.
In the end, the game just isn't fun. You never get that "I can't believe I just made it through there unscathed" feeling you get from titles like Road Rash or 1995's ESPN Extreme Games. In what has been a largely disappointing year for extreme sports games (see Rushdown or Street Sk8er), this ranks as the worst of the bunch.
~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
The slow movement, stiff controls, boring courses, and lackluster fighting all add up to a boring game. The emphasis is more on tricks than combat, and you can't even kick!
~ Scott Alan Marriott, All Game Guide
Review: Graphics
The players look okay but the courses are downright ugly. All are basic variations of five main courses: some you race at night and some offer slightly different paths. None of the exotic locales found in the original are in this game. The one bright spot is the motion-captured animation while jumping in the air.
~ Scott Alan Marriott, All Game Guide
Review: Sound
The game opens with an Ultraspank song (you can also see the group's video in the option screen), but the in-game music isn't very memorable. The sound effects seem muted--in fact, the game is too quiet!
~ Scott Alan Marriott, All Game Guide
Review: Replay Value
The season mode offers a lot of races, but the tracks all look the same and the game play isn't exciting. Two-player mode doesn't save the game, either.
~ Scott Alan Marriott, All Game Guide
Review: Documentation
The twenty-page manual explains the simplistic controls perfectly.
~ Scott Alan Marriott, All Game Guide
Production Credits
Programmers: Bob Gordon and Paul Rubio; Artists: Monica Bennett, Joe Brisbois, Jeff Garstecki, Joel Goodman, Andrea Paulus, Shawn Robles and Ryan Volek; Front-End Music: Ultraspank; In-Game Music: Chuck Doud; Game Design: Joe Brisbois and Bob Gordon; Producer: Joe Brisbois; Assistant Producer: Greg Batalucco; Additional Artists: Lynn Van Dall and Homoud Alkouh; Additional Programming: Jim Buck; Director, Sports Product Development: Kelly Ryan; President: Kelly Flock; Vice President, Marketing: Jeffrey Fox; Director, Sports Marketing: Craig Ostrander; Product Manager: Ed Loonam; Director, Creative Services: Howard Liebeskind; Director, PR & Promotions: Helene Sheeler; Director, Legal & Business Affairs: David Greenspan; Director, Product Development Service Group: Dwayne Mason; Sound Effects: Matt Furniss; Video: Scott McMahon, Bob Estus, Evan Sampson and Ian Segal; Motion Capture Athletes: Andy MacDonald, Mike Lewis, Chris Potts, Chris Mitzlaff and Todd Grossman; Motion Capture Editors: Brian Johnson, Jason Parks and Travis Parks; Multimedia Artist: Jeff Vargas; Documentation and Layout: David Lovalvo; QA Manager: Mark Pentek; Senior Lead Tester: Eddy Cramm; Lead Testers: Tim Duzmal, Robert Helsel, Walter McDowell and Asher Luisi; Assistant Lead Testers: Ramon Concepcion and Shawn Dobbins; Testers: Balinda Aguilar, Justin Anella, Dan Bahman, Ranell Banks, Andrew Benna, Peter Chang, Jose Cruz, Randy Caymo, Trenton Haskins, Charles Hernandez, Charles Heunergardt, Jason Imamura, Chris Keith, Alex Kulungowski, Chris Levie, Chad Lowe, Cang Ly, Leo Macalino, Ian McGuinness, Jason Nelson, Conrad Noche, Vince Pangelinan, Armand Pllotin, Joe Raposo, Justin Schultze, Aaron Whitmore, Kyle Zundel; Special Thanks: Allan Frankel, Tim Granich, Kaz Hirai, Jack Tretton, Frank O'Malley, Brian Dimick, Bob Gayman, Brian Hale, Jeff Hutchnson, Riley Russell, Kerry Hopkins, Michelle Manahan, Jean Galli, Chris Clark, Ron Eagle, Glenn Nash, Kristen Shatkouski, Andrew Leu, Keith Hutchinson, Buzz Burrowes, Tracy Rossiter, Karen Busch, Rick Rossiter, Becky Sanford, Tina Cruz, Butler, Shine & Stern, Robert McDermott at Andy Gould Management, Inc., Kathryn Malta at Sony Music New Media Licensing, Joan Schulman at Polygram International Publishing and Jock Elliot at Epic Records
3Xtreme is a racing game released for the PlayStation in 1999. As with 2Xtreme, 3Xtreme contains skateboarding, skating, and biking options to reach the goal before opponent players. Unlike 2Xtreme, however, 3Xtreme's characters are composed of polygons as opposed to sprites. Such a design choice was detrimental to the graphics, however, as the game experienced frequent slowdown when more than one player was on the screen.
Codes in the game allows the player to race as aliens and miniature cars, among other characters.
Wikipedia on Answers.com
This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article 3Xtreme.
Read more