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Exciting, interesting, plain cool. Just few of the words in which I would describe FlatOut2. I’ve been a fan of total destruction for a while now, more precise, since I played the first FlatOut game a year ago. I was captured, intrigued, in love so to say.

Although some say that if games evolve, so do hardware specifications must, FlatOut 2 comes to, destroy that concept, working nice on even the lowest possible systems yet. I’ve been able to play the game in 1024×786 with a little lag, on a 32MB ATI Radeon 7000, and with no lag in 800×600 with some 256MB DDR/DIMM, Sycron.

This is what caught my attention in FlatOut 2, besides the original FlatOut which gave me headaches trying to make it work on my old home-PC system. Although, for pure quality, I didn’t settle for a low-end configuration, and went full throttle with the highest possible details, including anti-aliasing and full anisotropic filtering.

An did I get an one of a kind scenery. Although abundant in sprites, or put-togheter sprites forming trees, leaves, they were still cleverly masked. For those that have yet to find out what FlatOut 2 is, we’re telling them that FlatOut 2 is a racing video game developed by Bugbear Entertainment and published by Empire Interactive and Vivendi Universal Games. It is the sequel to FlatOut, published in 2004/2005.

The game is a bit more themed on the street racing/import tuner scene. It was first released in Russia on June 29, 2006, then in Europe on June 30, 2006. The North American version was released August 1, 2006. The copy-protection on the European version is StarForce v. 4.0.09.01, while the copy-protection on the American version is SecuRom 7.

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