DRIV3R
The wraps come off Reflections long awaited sequel...
"Before the 1999 release of Driver, the driving action genre didn't even exist," boasts Atari in the glossy press blurb dished out at the launch of its big summer hope DRIV3R. Strictly speaking, DMA Design might be justified in raising a quizzical eyebrow at such brazen comments, having laid the groundwork with the enormously successful Grand Theft Auto 18 months beforehand - albeit a top down, rather than fully 3D take on mission-based driving mayhem.
What isn't open to question is that both Driver and its quickfire sequel were incredibly popular titles of their era, selling a combined total of 12 million worldwide. Expectation for the long-awaited third is understandably huge, and that's why I'm prepared to sit up through the night typing out my notes in order that you fact hungry fiends will be sated. By the time you read this, I'll be enjoying a well earned holiday.
Driven to distraction

The much-publicised delay of the game's release to June 1st worldwide is hardly surprising for several reasons. The most important is that this is a game that Atari cannot afford to screw up. It's investing 10 million Euros in the marketing for the game throughout the first half of this year, and is keeping its fingers crossed that the game will sell over 10 million units worldwide.
If Reflections gets things right, this will be a given, because the game clearly has the potential to be absolutely stunning. But as thing stand, the game's far from finished. In fact in a little over an hour the presentation was halted at least ten times to reboot the PS2 for one random lock-up after another. Of course, these kind of technical issues tend to rear their ugly head when demoing early code, but not normally this much. From long, bitter experience of the state of pre-release software, I'm holding out in hope rather than expectation that the long list of issues present can be sorted out in time for its June release.
While it was all to easy to get bogged down in the possibility that DRIV3R may be delayed yet again, there was more than enough to admire from a technical standpoint. Reflections has created an engine of colossal power that the PS2, by rights, ought to have absolutely no business being able to cope with. Those infamous screenshots released over a year ago gave us an improbable hint as to the ambitions of the Geordie developer, but it's not until you see it running for your own eyes that you realize that the wait almost certainly will be worth it after all.
Reflected glory

On a basic level, the sheer amount of detail being shifted around on screen as you wind your way through Nice, Istanbul and Miami is staggering, all pulled off with some incredibly impressive lighting effects that cast real-time shadows over the equally impressive vehicles. The likes of GTA and Mafia look comprehensively humbled next to DRIV3R, and the attention to detail would embarrass Team Soho's Getaway efforts had Reflections attempted London as a setting.
Throw in some immensely impressive physics (always one of Reflection's strong points), and a damage modeling system that easily matches anything I've ever seen, including Burnout 2, McRae and co. Arguably it beats both hands down, allowing the player to get out of the car and shoot individual tyres, leave individual bullet holes in everything you shoot, as well as lob grenades and watch as a whole cluster of vehicles get blown sky high. As a gaming spectacle, you're unlikely to see many that can match DRIV3R on this generation of console technology.
The only slight flies in the ointment as far as I was concerned were headed up by the rather bland texturing on distant buildings, which would tend to suddenly draw onto them when the engine deemed you were near enough in an unconvincing level-of-detail effect. Tanner, also, lacked convincing animation, once again demonstrating that while Reflections may be the king of the motor vehicle, it still hasn't quite got the hang of how to convincingly replicate the movements of a human being. In this demo build, Tanner rather lumbers along, while AI characters also lack substance and a proper presence. Finally, the first-person combat looks odd without the gun in view - as any FPS fan will note if you remove the weapon from the screen. While I can't fault the vehicle related antics in DRIV3R, there's something relatively disappointing in the overall 'feel' outside of the car.
Important issues

But as Reflections' Martin Edmonson says repeatedly, this is a game firmly focused on car chases, so we don't expect too much of the game to involve running around and shooting - unless the plot dictates it, and given that it's a 35 mission linear romp with expensively produced cut-scenes, let's hope the developer plays to its strengths.
Although Edmonson spent an age taking us through the nifty-looking video editing suite, we can't imagine too many of you will be that bothered with cutting together footage to impress your mates. While it all looks good and shows off the engine, it did rather smack of an attempt to mask the fact that the game wasn't really in a very playable state. The fact that the hapless Reflections MD couldn't succeed in any of the missions he attempted to demo kind of said it all, and my own experiences on the Xbox and PS2 weren't any better either!
And before you ask, this is another game that's been designed to make the most of the PS2, and then ported swiftly to Xbox. There was precious little difference between the two save for a slightly improved frame rate on the Xbox, and the lack of general texturing on areas such as the vegetation was more apparent on the Xbox, and uglier for it. If anything, the game looked far more at 'home' on the PS2, if that makes sense. Either way, it's still a lovely looking game, but like any game with such a vast play area, the cracks are there to be found if you're a fussy git like me.
Grand Theft Angel
To wrap up my first impressions, I'd like to think that Reflections can take on board as much of the criticism as possible, bask in the glory of the initial praise and go on and make the game that we all hope they can. For the love of god let's hope this isn't 2004's Angel Of Darkness.
You may also like...
-
Why Devs Owe You Nothing
-
Who Killed Rare?
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Face-Off: The Darkness 2
-
Gotham City Impostors Review
-
Kingdoms of Amalur: Reckoning Review
-
King Arthur 2 Review
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Mass Effect 3 FemShep trailer debuts
-
Skyrim gets high-res PC texture pack
-
Valve admits hackers accessed Steam transaction log
-
Diablo 3 release date narrowed
-
Blizzard legally opposes Valve's Dota trademark application
-
Double Fine Adventure passes Day of the Tentacle budget
-
English language Cannon Fodder 3 hits GamersGate
-
Five new Mass Effect 3 gameplay trailers
-
Cheapest places to buy Kingdoms of Amalur: Reckoning
-
EA outlines Kingdoms of Amalur: Reckoning House of Valor day-one DLC/Online Pass
-
Amnesia: The Dark Descent follow-up teased
-
EA announces starry Syndicate voice cast
-
David Braben discusses consumer Raspberry Pi release
-
Namco Bandai to publish new Star Trek title
-
Skyrim makers create dragon riding, Kinect shouts, new skill trees
-
No more Mass Effect 3 N7 Collector's Editions will be made before launch
-
World of Warcraft universe recreated in Minecraft









Comments (33) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Actually EG are quite upbeat about this compared to quite a few other sites, which have dwelled on this build's various bugs and glitches, and actually failed to tell us if it's any fun to play. But that's life.
Peej
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Are there any further gameplay details, like a free-roaming mode, taxi missions and stuff?
Comment below viewing threshold Show
Comment below viewing threshold Show
That last mission though...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
At least here we'll get great driving.
I just hope there won't be too many firefights indoor.
What I'm more worried about is the bugs and glitches, which both Driver 1 and 2 had problems with.
Comment below viewing threshold Show
Comment below viewing threshold Show
- the graphics are nothing special
- the on-foot targetting leaves a lot to be desired
- the camera is a bugger (like every time you run up a staircase that doubles back on itself)
- the graphics engine's draw distance isn't fantastic
- car handling isn't realistic (it is well tuned for "fun" though)
Ultimately what makes GTA so good is its depth of ideas, sense of humour, plot & story presentation (in Vice City, anyway), soundtrack (important one that), open-endedness, and ultimately the overall mission design.
Driv3r seems to be aiming for slightly different things, improving on some of GTA's flaws, but perhaps not matching up in terms of the breadth of tasks you can carry out in free-roaming mode.
As I see it, these differences aren't necessarily failings (although there will always be a crowd who points to them as such), they're just differences of design and development. Although GTA comparisons are inevitable, there's no reason why Driv3r can't be every bit as compelling and great a game in it's own right, even if it doesn't better GTA in every respect.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Nice to hear that there's a slight framerate IMPROVEMENT on the Xbox then. They obviously haven't taken any tips from EA in that department, but yep, looking at the cross-format screenies the Xbox version does look like a poor port of the PS2 version, but then what did you expect!?
Peej
Comment below viewing threshold Show
Turbo Esprit on the Spectrum? That had chases, pedestrians you could run over, driving on the pavements, traffic lights... even shooting from your car. Pah.
afaik GTA Vice City has sold about 7-8 million worldwide so far... I reckon DRIV3L will do well, but probably not more than 3-4 million.
The driving models of GTA3 and Driver are actually very similar - I went back to Driver after playing GTA and was surprised how close they were. It's almost as if Rockstar borrowed theirs from Reflections... Maybe people's views of the Driver physics are skewed by not being able to get out of the garage at the start of the game
Given time, this should be good - I don't care if it's linear and mainly focused on the driving, there's too many GTA wannabes already.
Comment below viewing threshold Show
Let me take this chance to whole-heartedly agree with you, Peej. Driver delivered that 60ies/70ies Hollywood movie car chase feeling perfectly, which no other game has come close to yet.
When Burnout 1 was first announced, I was hoping it would be similar to driver (physics-wise), because the developer interviews/previews made it sound like that. Well, it turned out to be something completely different (but great too of course), so I can't bloody wait for Driver. Hope they sort out the glitches.
Comment below viewing threshold Show
(cough) Interstate 76 (/cough)
That's about the only other game I can think of where big yank gas guzzlers have been rendered in a realistic and cool way. I find the Driver series handling a lot better for performing cool "hollywood car movie" type stunts (particularly using the Burnout and Handbrake in combination for cool donuts in the middle of the road)
Damage model was superior to just about every game around at the time too, and that's something that STILL seems to elude most driving game makers...
So yep, I'm excited. Even if it gets panned by the critics (which I can't help thinking is a likely occurence as the previews in most cases have been less than kind) I'll still buy it, and for that matter I think I disagree with most of the population in saying that "Stuntman" was bloody good too (if a little frustrating due to slow reload times) so if Driver 3 is a fraction as good as that, I'll be a happy little bunny.
Peej
Comment below viewing threshold Show
The overal graphical difference between the PS2 and Xbx versions is quite weird. I actually saw someone pointing at one of the plasma's going; "That's the Xbox version obviously as it looks best." when it was the PS2 version on display.
Comment below viewing threshold Show
Please dont let this be a pile of turd like Driver 2... please!
Comment below viewing threshold Show
Comment below viewing threshold Show
From looking at the screenshots it seems they sacrificed gameplay (read framerate, controller input, ai) for graphics and that's always a bad move. Driver on the PC is still quite enjoyable because of the physics.
Comment below viewing threshold Show
Sounds like it's at the stage most games are about 4-5 months from release - full of bugs and virtually unplayable. Generally what happens next is that they fix all the problems and it's great, or they don't and it's not. No doubt even the original Driver was in the same state at this point in its development.
Comment below viewing threshold Show
Comment below viewing threshold Show
Are they forgetting megahits like Streets of SimCity, Interstate '76 and Death Rally?
Bleh, idiots.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Remind me never to get in a car with you Blerk.
I'd say this game has the potential to sell 10 million units. First off, the first 2 games didn't have nearly as much gameplay options as this one does. 2nd, if they get the animations right and annoying bugs out, the on foot section will be much better than GTA, GTA doesn't let you aim the gun everywhere (except a few) like on a real first person shooter. 3rd, the driving and crashing sections are better than anything else, not to mention, if the police chases are anything like the past Drivers they're already better than anything else in the genre. And to top it off, it has the best graphics in the genre, which does help some. Plus, if this game is rated T like they're trying to get it, do you know how many more people that wanted GTA but weren't old enough (to buy it themselves) could get this game?
Stuntman made it to the greatest hits list, meaning its sold at least 400000 units. I know, not much. I haven't heard what the exact numbers are. The only problem with comparing this game to Stuntman is that Stuntman didn't have any freedom, except for a small arena, which doesn't really count. Also, Stuntman was for hardcore gamers, many people complained it was too hard. This game will have difficulty levels but start out easier.
The in car view in Stuntman unfortunately didn't show the dash, it just showed the hood of the car. You could see the engine when the hood popped off.
I didn't find the physics always fun in GTA. It was a better game for driving fast and going straight than it was for powerslide turning, which is why D3 will be better. In GTA when you try to powerslide around a turn a lot of times the car will keep turning after you've been trying to correct it. I hated that part. And then the cops sucked too, they either hung way too far back to make it interesting, or they just kept hitting your car every few seconds which was annoying, and is why I don't like the driving in GTA as much as Stuntman.
Quote tiddle
""Before the 1999 release of Driver, the driving action genre didn't even exist,"
Turbo Esprit on the Spectrum? That had chases, pedestrians you could run over, driving on the pavements, traffic lights... even shooting from your car. Pah."
I agree, although Driver is my favorite game, a lot of times I don't agree with what Atari says. Or whoever said that. But it doesn't change the game at least. Also GTA was out 18 months before D1, apparently (I never played it or even heard about it until Driver 1), so more proof that they're full of themselves.
The physics in GTA are closer to Burnout's really. I just hope the physics (and especially collision detection) aren't taken for granted in Burnout 3.
Good point Nacho, I forgot the multi platform thing.
Comment below viewing threshold Show