Off-World Interceptor by Crystal Dynamics was released in November 1994. Initially titled Orion Off-Road, this early 3DO exclusive was later ported, less gracefully, to PlayStation and Saturn. Players took on the role of a futuristic “Trashman,” a bounty hunter with a penchant for vehicular mayhem, in a blend of Mad Max and cheesy sci-fi.
The game offered Story, Arcade, and Head-to-Head modes. Arcade mode served as Story mode training (minus the final boss), allowing players to test-drive six vehicles across various worlds. The core experience, however, resided in the solo Story mode, comprised of multiple stages culminating in boss battles where the real rewards awaited.
The solo Story experience is where Off-World Interceptor truly shines. Players are immediately thrust into a barrage of incoming fire and explosions. The terrain unfolds with hills, ravines, and artillery fire, each planet presenting unique hazards, from pop-up lasers to gunships. High-speed chases with rival buggies and cycles add to the exhilarating chaos, testing players’ skills.
This was essentially off-road racing with lasers and aliens. The objective was to reach the finish line before the bounty, or face an airstrike that would obliterate the level (and the player). Vehicles could jump, hover (slightly), and generally destroy everything in their path. Fuel, armor, special ammo, and cash tokens were scattered throughout the landscape. Running out of fuel meant a free top-up, but at the cost of precious seconds. Too much damage resulted in game over, but mercifully, clones (continues) and new vehicles/upgrades could be purchased between levels.
Gameplay was straightforward, essentially on-rails. The ground textures and movement were reminiscent of Total Eclipse, albeit grounded on terra firma. Players moved forward, strafed, and jumped to collect power-ups, all while constantly firing. Boss fights were chaotic scrambles of dodging and unleashing as many rockets as possible. Each planet featured a different color palette and enemies, but shared a certain visual sameness.
Graphically, it was a 3DO showcase, similar to Total Eclipse. Smooth action and fast 3D terrain were present, but the draw distance was limited. At times, the screen became saturated with explosions, compromising clarity, and vehicle animation, like Crash n Burn, lacked frames. Still, for an early 3DO title, it was enjoyable enough.
The music was generic rock-pop, but it worked. Sound effects were limited, but functional. Controls could be configured, but some obvious combinations seemed absent.
As with many 3DO games, the developers apparently felt a threadbare sci-fi storyline, presented via FMV, was essential. These scenes were poorly acted, low-budget affairs. Think Crash n Burn levels of laughable overacting, falling far short of Wing Commander 3 quality. Two silhouetted “comedians” sat in the foreground, mocking the FMV – a bizarre touch. It felt like Crystal Dynamics’ management, having seen the FMV, decided to pre-emptively humiliate it.
Ignoring the FMV trainwreck, Off-World Interceptor was fun and ferociously difficult, lacking save points. However, an easy cheat granted masses of cash, making the game relatively easy to complete and allowing players to fully experience the game, along with the dubious bonus of viewing the continuing FMV.