Driver: San Francisco Preview

Coma police.

When people associated with long-running video game series tell you, "We've made some real changes this time around," they generally mean that they've added a crouch button. When one of the Ubisoft Reflections team said that to me last year, however, they really weren't kidding.

Driver: San Francisco returns to the open road with a new and refreshingly weird central mechanic. For this instalment, super-cop Tanner's in a coma, and the entire game is his fantasy – a fantasy in which he can leave his body, float through the air like a paper bag blowing on the wind, and possess any passing car he chooses (again, just like a paper bag).

They've, you know, made some changes.

Last year we discovered that, in terms of multiplayer, this makes for hectic, sometimes pleasantly confusing, fun: a gear-grinding battle-racer with a back-and-forth pace that marks it out from any other driving game.

Now, with the September release approaching, Ubisoft is revealing what Tanner's medical problems mean for the single-player campaign – and it's surprisingly slick stuff.

The new game picks up where DRIV3R left off, with Tanner's archrival Jericho about to be sentenced to life imprisonment. Despite the thudding trance bass, the opening cinematic manages to capture a real sense of seventies chase movies as it zips around the streets of San Francisco, switching in and out of split-screen while it details the villain's ingenious escape, involving an acid pill and a rocket launcher. (History records that Martha Stewart busted out of jail in much the same way.)

Jericho and Tanner may be the leads, but the game's steadily introducing the real star of the show every time the camera swoops down an alleyway or zips around a hairpin. San Francisco's not a hugely detailed place by Liberty City standards, perhaps, but as soon as you're allowed to get behind the wheel of Tanner's Challenger, it's clear that it's a lovely playground, both airy and intricate.

The sun's shining, there's a natural mixture of great straights and panicky corners, and cars have a genuine sense of connection to the road. The whole thing purrs along at 60 fps, too. Nice work!

Pretty soon, we're squealing through downtown traffic in pursuit of an armoured car with Jericho at the wheel. Threading through the oncoming lane's a responsive joy in Tanner's Dodge, and there's just enough time to run through some pedestrians to see how they scatter – pretty convincingly – and plough into a VW Beetle – just because it's a VW Beetle – before things start to get serious.

The Challenger's handbrake turn into a tight alleyway, trash flying and tyres wailing, is as good a signature move as some games ever get. Driver nails the moment beautifully, but San Francisco's true defining idea is just about to be introduced, after a head-on collision sees Tanner waking up – or at least thinking he's waking up – to discover he's emerged from the crash with the unlikely ability to leap out of his body and into the souls of other drivers.

And so one tap of a face button sends you into shift mode, pulling the camera up out of your car, and allowing you to float over the streets of the city. You'll be able to upgrade shift powers over time, lofting you higher and higher into the sky, but even at an early stage you can twin-stick your way around a decent chunk of real estate, hovering over cars to see a breakdown of their basic stats, before diving into them.

Whenever Tanner shifts into somebody else's body, players will still see Tanner, while any NPCs travelling with him will see the person he's inhabiting, Quantum Leap-style. In-car conversations are delivered via nicely animated picture-in-picture moments, and Ubisoft's busy filling the traffic jams of San Francisco with interesting characters to drop in on.

The game's first mission, for example, sends you into the body of an ambulance driver, and sees Tanner unwittingly responding to his own RTA. It's potentially rather confusing, but the emphasis isn't on your super-cop's metaphysical bewilderment so much as getting a sense of how nuanced the steering models are in this game.

Taking the hefty bovine bulk of an ambulance through traffic is a very different business to gunning the Challenger across town, and this is just the start of things: each car in the city – for the first time in the series, the vehicles are licensed real-world models – has its own personality and its own quirks, as well as its own bickering occupants.

When you finally ditch the ambulance, the scope of Driver starts to expand as the structure moves between story missions – as Tanner masters his out of body powers and tries to track down Jericho – and city missions, which are one-off events needed to unlock new parts of the main campaign.

All missions are marked on the shift map as icons hovering over cars, and there's a lovely disembodied sense to your ghostly wandering as you pass back and forth over the silvery urban sprawl looking for something fun to do.

The action's delivered with surprising wit, too. The first city challenge we try out drops us into a sleek new Ford GT and hands us a very simple agenda: floor the car and overtake 10 other vehicles, before battling through a series of increasingly dangerous stunts on one of San Francisco's notorious hairpins.

It's pretty basic stuff, but it's brought to life by the fact that there's a smarmy car salesman in the passenger seat, switching between naff patter and outright fear as we weave in and out of the oncoming lane.

The second city mission returns to more familiar Driver territory, with Tanner zipping behind the wheel of a police car chasing after a felon. It's a chance to introduce the takedown mechanic, which is pure Chase HQ – ram your rival until his meter runs down – and it niftily explains the getaway system, too, which, with a lift from just about everywhere, has criminals attempting to escape from a circular hot zone and then remain outside of it for a limited period.

Subsequent missions retain the same mixture of scripting wit and simple mechanics – there are races, takedown events and more stunt runs, one of which is dressed up as a disastrous teenage driving lesson – and it steadily becomes apparent that there's a strategic component to shifting that means it's far more than just a gimmicky way of accessing new content.

In one standout encounter, for example, Tanner aids a deranged film crew in its quest to capture speeders, epic drifts, and head-on collisions. It involves pulling off a series of specific moves within a certain area of the city and that, in turn, involves shifting around and finding the right cars for each job - and even speed-shifting back and forth between two vehicles as you micro-manage pile-ups.

Meanwhile, the first half hour of the game has the developers steadily piling on interesting wrinkles: garages that you can open up for fast travel or to purchase and upgrade cars, a ram move that has to be charged before you can blast into other vehicles in a rather Wheelman-esque manner, and a speed boost that sends the screen into a rattling, juddering frenzy.

Elsewhere, the story focuses on Tanner trying to understand what's happened to him, while his coma intrudes in a range of ways that my Haight-Ashbury Geiger Counter registers as "mild trippiness".

Billboards will suddenly turn black and tell Tanner to wake up, while a radio call he ignores early on is actually an urgent request for officers to attend the scene of his own real-world injuries.

For the most part, though, Driver: San Francisco plays it relatively straight, opting to ignore a dreamscape of red rooms and dancing dwarfs, and refusing to send you – oh, I don't know – chasing after a giant Oreo cookie as it bounces catastrophically through Fisherman's Wharf. (DLC, please.)

Driver: San Francisco's shift mechanic might seem crazy or even desperate when it's tucked into the slide deck of a developer's PowerPoint display. In reality, though – a tricky concept with this particular game – it's done nothing less than defibrillate a franchise that might otherwise have flat-lined amidst the cheesy riot of Saints Row and the increasingly grim preoccupations of recent GTAs.

It's by no means certain that all this body-hopping will keep a simple mixture of stunts, races, and takedowns fresh by itself, but from a limited glimpse of the main campaign, Ubisoft's oddball open-worlder is a very entertaining prospect. The writing is full of personality, the cars have genuine character, and that weird, spectral gimmick at the centre of it all has a lot of potential.

Comments (33) Latest comment 1 year ago

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  • thesnowman #1 1 year ago

    Was a huge fan of the PS1 driver games, and even enjoyed driver 3 to a certain extent, but I must admit to being a bit over it. But this sounds promising and I will definitely keeping an eye out, this is the type of game that should come out during the quiet part of the year as I fear it might get lost amongst the tons of games towards the end of the year.
  • Virtual_Entity #2 1 year ago

    Seems like quite a change from the original Driver on the Playstation but Ubisoft might just have something promising on their hands!
  • ChthonicEcho #3 1 year ago

    The hell? I thought the second paragraph was a joke, at first.

    What the hell have they been smoking?
  • Widge #4 1 year ago

    That sounds ODD. But at least they've not made it some slapstick toybox, which means I can play it without dying inside.
  • Gojiratron #5 1 year ago

    My prevailing memory of the first Driver is that last mission, which is one of the most screen-punchingly frustrating experiences I've yet encountered in gaming. Grr!


    Actually, just getting out of the fucking garage at the very beginning was bloody annoying as well.
    Edited by Gojiratron at 28/04/11 @ 17:33
  • Innes #6 1 year ago

    Pff need for speed better than this
  • HermitArcader #7 1 year ago

    Post deleted at 09:17:39 22-12-2011
  • bratmandu #8 1 year ago

    "We can't do walking around bits well, so you just float between vehicles" Somebody was eager to get out of that meeting and hit the pub.
  • darc #9 1 year ago

    Thought it sounded ridiculous for the first couple of paragraphs. Thought it sounded brilliant by page 2. Will definitely be keeping an eye out for this.
  • digitalash #10 1 year ago

    Well, it can't be any worse than the recent iterations, right?
  • Andee #11 1 year ago

    The coma thing sounds stupid. Nothing is more sure to ruin any possibility of immersion than the game mechanics explicitly acting to remove you from the 'realism' of the environment.

    And for all the bugs, at least in Driv3r and Parallel Lines did feel reasonably immersive in terms of the driving aspect.
  • aldo_14 #12 1 year ago

    GTA: Life On Mars?
  • bad09 #13 1 year ago

    It's a shame they've ruined Driver with this silly coma nonsense but lets be honest Driver was ruined after Driver 1.

    Oh well, chances are "case by case" ubiDRM would stop me buying it anyway. Whens GTA5 out?
  • CamberGreber #14 1 year ago

    8 years has passed since Driv3r.

    A little late for a sequeal. We will see.
  • Baranga #15 1 year ago

    I have no imagination and I'm scared by things not in my comfort zone. Please make this a realistic game, with Pisswasser ads instead of trippy stuff. We really don't have enough of those.
  • coolbritannia #16 1 year ago

    Pass. DRIV3R was DRIV3L, this sounds worse.
  • HermitArcader #17 1 year ago

    Post deleted at 09:17:39 22-12-2011
  • mattniche #18 1 year ago

    I wasn't interested before, but this sounds brilliant. It's enough to make it stand apart from the 100s of other car games.
  • Yuroko #19 1 year ago

    Sounds like the chase scene in Matrix Reloaded with the agents changing cars. Game sounds as silly as that movie.

    I'll wait for the release to pass judgement. I always liked the car handling though GTA4 stole it so it's needs to add something new.
  • r3n #20 1 year ago

    Ahhhh.. fond (frustrating) memories of Driver 1. I can't remember how many times I had to retry that final mission. There was literally about one hundred cars trying to kill you.

    And for a driving game with all of about 1 jump, MAN it was good!
  • Makme #21 1 year ago

    The vote + - thing on this site is BS, everytime someone says something bad about the current game that sounds true, ya obviously get the guys working on the game trawling the forums, and giving negative marks, the above comments as an example. True it wont be better than NFS, why neg. True the floating thing sounds lame, what driv3r was a good game, what a joke, piss off back to ya dungeons you a holes and make a descent game for a change.
  • JamieR #22 1 year ago

    Is it just me or dose he look like drake a bit
  • jhs8swd #23 1 year ago

    Loved the original Driver but that was before GTA3 appeared... would be great for there to be another relatively free-form zip around a city game that's actually good.

    Sounds like the developers have been watching rather a lot of Life on Mars though, with their 'real world events creeping into the coma world' stuff though. Not that that's a bad thing, Life on Mars was ace :)
  • metalangel #24 1 year ago

    On the one hand, you're tempted to think, "wow, this sounds like a great playground for cars" before remembering how frustrating, unfair and badly designed all Reflections driving games have been up until now.

    Plus, if this is all just happening in his mind, should it really matter if we fail a mission? You know, it's not real, it doesn't really matter what he imagines happens as it doesn't matter, even in the context of the game's silly universe?
  • UncleLou #25 1 year ago

    That doesn't sound too bad - not worried at all by the surreal story, it's all about the handling, anyway.

    I am not sure at all about the modern era though, Driver is all about 1960s/1970s cars for me, and it's no coincidence that the game's flagship car is a 1970s Challenger.
  • UncleLou #26 1 year ago

    true it wont be better than NFS, why neg.

    Some of us prefer it if their racing games feel like you're driving a car, not a hovercraft on rails.
    Edited by UncleLou at 29/04/11 @ 08:52
  • bratmandu #27 1 year ago

    @Makme
    Need for speed is annual shovelware, eaten up by chavs who get their games based on reviews out of the Daily Star.
  • Zebula77 #28 1 year ago

    @Gojiratron: That last mission is easily the hardest video game level I've actually managed to conquer. Actually had the replay of it saved just to remind myself I somehow completed it. :p

    Dunno how many attempts tho. More than 30, I'm sure.
  • sinisteral #29 1 year ago

    dont even care about the preview but I loved the Radiohead pun!
  • Madder-Max #30 1 year ago

    really like the sound of this but hope it doesnt suck as much balls as Driv3r.
  • dadrester #31 1 year ago

    I loved driver, thought driver 2 was meh, thought driv3r was a shambles, really really enjoyed driver parallel lines, and wanted to like stuntman, but couldn't due to the fucking abysmal loading times (like properly game breaking). This sounds very interesting. Like a load of fun and varied driving challenges all wrapped up using a quirky mechanic that kind of still allows it to remain 'serious'. One thing that's happened in the last 10 years that's a bit of a shame is the way everything has to be explained rationally, and can't just be a fun game mechanic.
  • lukaz #32 1 year ago

  • self_titled #33 1 year ago

    @bratmandu: Did you write the BLOPS DLC review? :)