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  1. Games
  2. Action
  3. Calling All Cars - PS3 Network

Calling All Cars! review

Run over convicts, bash your friends and race for points in this simple cartoon crook chase

Reviews
By Mikel Reparaz published 29 April 2007

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

GamesRadar+ Verdict

Pros

  • +

    Lots of fun with 4 players

  • +

    Destructible buildings

  • +

    Unique

  • +

    silly aesthetic

Cons

  • -

    Single-player gets old fast

  • -

    Frustrating difficulty

  • -

    No difference between cars

Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. Find out more about our reviews policy.

As many of you might already know, God of War designer David Jaffe has quit making story-driven games, and for better or worse, stuff like Calling All Cars! is what he intends to create from now on. It's simple, lighthearted and - dare we say it? - casual, so if you're expecting an earth-shattering experience on par with Jaffe's earlier efforts, don't. But for the price, this download from the PlayStation Store isn't a bad way to kill a couple hours with some friends.

Playing like a mashup of Twisted Metal, Micro Machines and an old Keystone Kops short, Calling All Cars! tosses players into four-player funny-car skirmishes to run down Depression-era convicts and drive them back to the pokey. The criminals only escape one at a time, but finding them is easy. Hanging onto them, though, that's another story - your competitors will constantly try to knock your captive out of your car and into theirs, turning the game into a vicious free-for-all as you race to make it to the jail with the crook intact.

There are two ways to knock a criminal out of a competitors' car, the first and easiest being to just slam on the nitrous and ram whoever's holding the prize, at which point the bad guy will fly directly into your passenger seat. But watch out - there's always a temptation to turbo the hell out of there once the crook's in your clutches, and if you hit someone while you're boosting, your hostage will bounce straight into their car. If someone's gunning for you, though, you do have one defense - your car can hop, and if you do it at just the right time, they'll roar harmlessly past you.

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As many of you might already know, God of War designer David Jaffe has quit making story-driven games, and for better or worse, stuff like Calling All Cars! is what he intends to create from now on. It's simple, lighthearted and - dare we say it? - casual, so if you're expecting an earth-shattering experience on par with Jaffe's earlier efforts, don't. But for the price, this download from the PlayStation Store isn't a bad way to kill a couple hours with some friends.

Playing like a mashup of Twisted Metal, Micro Machines and an old Keystone Kops short, Calling All Cars! tosses players into four-player funny-car skirmishes to run down Depression-era convicts and drive them back to the pokey. The criminals only escape one at a time, but finding them is easy. Hanging onto them, though, that's another story - your competitors will constantly try to knock your captive out of your car and into theirs, turning the game into a vicious free-for-all as you race to make it to the jail with the crook intact.

There are two ways to knock a criminal out of a competitors' car, the first and easiest being to just slam on the nitrous and ram whoever's holding the prize, at which point the bad guy will fly directly into your passenger seat. But watch out - there's always a temptation to turbo the hell out of there once the crook's in your clutches, and if you hit someone while you're boosting, your hostage will bounce straight into their car. If someone's gunning for you, though, you do have one defense - your car can hop, and if you do it at just the right time, they'll roar harmlessly past you.

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Mikel Reparaz
Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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