The models and levels in Whiplash are pretty good, and the characters aren't super-smooth, but they have enough curves in them to still be impressive. Basically this stuff as just above average, but it isn't what I want to talk about in this section.
While the graphical problems I have seen in Whiplash don't quite reach the same level as another Eidos game (*cough* Tomb Raider: Angel of Darkness *cough*), it isn't very far behind.
The first bug I found in Whiplash was when I found myself in the first elevator in the game. Since I actually had to wait several seconds for the elevator to take me where I was going, I decided to start walking around and jumping (hey, it kept me from getting bored, and you wouldn't like me when I get bored). Anyway, while moving and jumping around inside the elevator, the frame rate took some major hits. I don't mean a slight slowdown or jumping. One frame I was on the left side of the elevator, and then after a jump I was on the right side. Thinking this may just be a fluke with the elevator I was on at the time, I tried it on every elevator I came across - it wasn't.
One feature I found nice in Whiplash, but later found a glitch in this system as well, was the transition between controlled play and in-game cinematics. As the animation starts, the HUD fades away and the screen slides into a letterbox. Like I said, this was a great feature. It was simple and I can see how it would be easily implemented. Unfortunately, I ran into a problem with this as well.
At one point, I triggered a cut-scene, and when it was over, instead of the letterboxing pulling away - it stayed there. Well that wouldn't be a huge problem - almost forgivable, but when the HUD returned, I found that the letterboxes covered half of my information. When I say half I mean - half of my health bars and every other item that bordered on the black boxes. This led to a bit of frustration - thankfully when I reached the end of the next cut-scene, the letterboxes pulled away.
Though it may not seem like these couple of bugs aren't a lot to gripe about - they do give the appearance of sloppy development and, the letterboxing problem at least, shouldn't have been hard to fix. I couldn't help but wonder when the next problem would come up, and this took away from my enjoyment of the game.
As far as the sound is concerned, Redmond's constant criticism and banter towards the weasel Spanx is funny and happens just enough to stay in your mind while not driving you crazy. Also Redmond's statements are rarely the one-liners you find in most games.
Whiplash's music is basic and really nothing you will remember after turning off the game. It works well, but for some reason it doesn't stand out as one of the most important and wonderful features found in Whiplash.