Pursuit Force

Did you think Max Payne was badass? Did you think Burnout 3 was extreme?

Well, yeah, they were. But if you liked either of those, you'll want to check out Sony's Pursuit Force. Part racer, part shooter, the game straps players into the boots of a daredevil cop who's just joined a highly specialized anti-gang unit. His tactics? Take down the perps by leaping onto their cars, motorcycles and big rigs at high speed, shooting them in the face and jacking their rides.

That's Pursuit Force's main hook, anyway; the actual goal is usually to eliminate every bad guy in your way before the clock runs out in each race-like mission. You'll typicallystart these driving a souped-up police cruiser or motorbike at insane speeds, but you'll quicklyditch it as you leap out onto the hood of your first target. Dodge their fire (by hanging off the car), shoot back and try not to get tossed into the street. Once all the thugs are dead,take the wheel and get ready to hop to the next one. And be careful not to ram any civilians, oryou won't fill up your "justice bar," which makes your attacksstronger and lets you shoot in slow-motion as you leap between cars.

It's ridiculous, sure, but it makes for one hell of an intense experience.

That's not all there is to the gameplay, either. Each level has a different objective and layout; one of the earliest ones doesn't let you leave your car, and so you'll only be able to shoot at other cars (with automatic targeting, thankfully) while trying to outrun them. Other levels let you man a chaingun on a police helicopter, turning the road into a shooting gallery, and still othersrequireyou to pilot boats orgo it on foot against a dozen or so heavily armed goons. The game likes to mix it up, too, tossing in levels that blatantly rip off Speed or that have you transitioning from one play style to another halfway through. And when you finish all that, you can run through unlockable time trials and street races.

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.