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DRIV3R Review

Xbox PlayStation 2 Review by Kristan Reed

23 June, 2004

As much as Atari and Reflections may think we've got it in for Driv3r, we really haven't. We wanted it to be the pinnacle of mission-based driving games as much as the next man; we didn't sit around plotting its demise and wonder how many clever sentences we could put into our review. We really did think that with all the talent and experience of the team that this would be one of the games of the year. Were these unreasonable expectations? We're sure the many millions of Driver fans the world over were expecting the same after four years in development.

The truth is, even a few minutes in the company of third Tanner adventure tell you more than a few choice words could ever hope to do. A few hours and you'll be able to write a thesis on the subject. The simple, unpalatable, grisly truth for everyone connected to this important summer blockbusting title is that it's so far away from being the title it deserved to be, it could well be reflected upon as one of the biggest disappointments in the history of videogames. No title has ever been so keenly anticipated, so massively hyped and yet such a catastrophic mess. To play Driv3r on a sunny day in June is about as devastating an error as realising you've just put your winning lottery ticket through the wash. Sometimes playing a bad game can be amusing in a 'what the hell did they do?' kind of way, but in this case you'll be inventing new expletives to try and express exactly how much rage and resentment you feel in every fibre of your body against this terrifying example of botched game development.

Where did it all go wrong?

'DRIV3R' Screenshot 1

So what exactly is wrong with it? It's hard to know where to start, so we won't - yet. The easiest thing for the shocked Driver 3 critic is to try and get into the mindset of what they were trying to do. On a basic level Reflections has simply attempted to add the whole "Hollywood production values" thing to the Driver experience - the first, remember, on the current generation of machines. It shows promise in this regard when you consider that the likes of Michael Madsen, Iggy Pop and Michel Rodriguez amongst others have been roped in to do the voice acting duties, while the settings are suitably exotic, taking in Miami, Nice and Istanbul, which the art team at Reflections has undeniably done a fine job of recreating.

Indeed, the appearance of around 70 different vehicles, including an 18 Wheeler, a motorbike (yes!), a fork lift, and all manner of cars from the city runaround to the sporty, gives you plenty of variety to get to grips with. Typically, Driv3r continues the grand tradition of having extra spongy exaggerated handling to guarantee that authentic '70s cop show feel of screeching rubber and flying debris as you powerslide through every corner. This isn't necessarily to everyone's taste, but it guarantees a certain level of comic carnage, with flying limbs and honking horns pretty much a given no matter where you are.

On a technical level it's hard not to admire the lengths to which the team has gone to create these vehicles, with an impressive level of destructibility allowing the player to pretty much reduce them to nothing more than a shell, with practically every part able to be damaged and eventually removed entirely depending on just how far you will go in the pursuit of chaos. Driv3r's level of damage physics are impressive - not necessarily aesthetically as dramatic as Burnout's, but in a much more convincing sense in terms of affecting your handling, and to the extent of giving you the ability to shoot out the windshield, the tyres, with individual bullet holes remaining in the car. If pursued, you find that often the best solution is to jump out, shoot the pursuer through the windscreen, drag him out and take off in his own car.

The talent within

'DRIV3R' Screenshot 2

As a pure driving experience you can see where the talent lies. These guys are evidently obsessed with everything to do with the look and the feel of the cars, and have clearly gone to great lengths to make them feel just so - with three intricately designed settings that offer a vivid template for your adventures, each lit dramatically in a variety of lighting and weather conditions.

However, it doesn't take very long to see that as fantastic as some of these features are, they don't really add up to being more than a very marketable gloss; to making it an easy game for the marketing bods to sell to people hungry for more Grand Theft Auto. As much as the game lends itself to sexy screenshots or a fantastic looking preview movie that makes Driv3r look like the best thing ever to happen to driving games, any sort of even vaguely cursory inspection reveals a multitude of cardinal gaming sins.

Chiefly the problems start and end with some quite startlingly poorly designed levels. The game is broken down into roughly nine levels per city, each playable in turn in a rigid and inflexibly linear progression. This feels like a backward step after years of the GTA approach, in that it presents the player with no choice but to persist with their current mission no matter what, or face ending their adventure entirely. In GTA, the sandbox nature of the game and the branching mission structure always seemed to present the player with an array of options, defusing what could otherwise have been a frustrating dead end. And such enforced cul-de-sacs in Driv3r turn some of the trickier missions from being a minor frustration to be returned to another time with a cooler head, into a relentless hot headed joypad mashing pursuit of what can feel like the impossible. At times, Driv3r's design flaws are so blatantly apparent; you're left wondering whether any serious play testing took place.

Nice in Nice?

'DRIV3R' Screenshot 3

Unlike our previous proclamations that the driving was fun and the on-foot sections were the real let-down, it emerges as the game unfolds that in fact some of the driving missions can be the biggest culprits of dim-witted design. Chase missions that set unrealistic time limits and fiddly, erratic and irrational collision detection are one such irritation, but pale into insignificance stacked next to the chase at the end of Nice which practically demands ninja gaming skills to even stand the slightest chance of succeeding in, where lamp posts pop up 20 metres in front of you and become immovable obstacles - either stopping you dead or sending you careening through the air when you inevitably strike them - and traffic clogs narrow streets to transform potential enjoyment into a condition that can only be described as Game Rage.

Yet, some of the very hardest missions come straight after some inexplicably easy ones. There's little sense of a difficulty curve - Driv3r just peaks and troughs on a whim, and just when you think things are getting better it all goes pear-shaped in spectacular style.

The level of pre-scripted events also leaves little room for manoeuvre, with psychic road blocks often magically appearing across the entire city, cued up just moments after you've taken out an entire gang and stolen a car. An on-rails section during the final stages in Istanbul, meanwhile, is comical in its desire to throw police vehicles at you like suicide bombers, while guiding an 18 Wheeler through the streets of Nice has more in common with trying to pilot a runaway snow plough through the mountains of Endor than a beefy artic, with the succession of road blocks only too happy to stay right where they are, leaving you to do a 40 point turn in the road in order to guide your lorry into the docks.

Booby prize

'DRIV3R' Screenshot 4

The odd level here and there offers a glimpse of what might have been - the superbly tense Booby Trap mission that tasks you with keeping above 50 mph is one such rare flourish of Hollywood action movie-esque thrills, but looking through our notes it's hard to think of one single other mission that wasn't too easy or arbitrarily difficult, as well as being riddled with so many issues that gaining any actual enjoyment out of it was the biggest challenge of all.

Where the game really falls apart at the seams are the catastrophically and irredeemably poorly implemented on foot sections. Not only do they just plainly look awkward, with stiff and inappropriate animations and a general lack of polish and detail, but the AI displayed simply takes the biscuit, dunks it in your drink and doesn't even bother to take it out. In more or less every scenario in the entire game, the same thing holds true. Tanner enters room, enemies scream vague "SHOOT HIM!!" type instructions to one another the second the hinges creak and then scatter to their pre-scripted spots. They then remain rooted like startled rabbits until you gratefully dispatch them one by one from afar thanks to the over-generous targeting reticule, which somehow believes it's possible to deliver headshots with a pistol from 100 feet.

It's quite possible that these shooting sections are among the worst we have borne witness to in the current generation of console games. They're not just bad, they're inexcusable, lacking anything even remotely approaching the standard gamers have every right to expect and demand in this day and age. Serving up wobbly animated brainless enemies that neither chase nor react, and compounding it with an unresponsive lead character with an unnaturally stiff aim and a total lack of athleticism is bordering on a disgrace. At our most forgiving it's barely competent, and were this combat mechanic in any other game it would be immediately laughed out of the room. That several other professional critics have recklessly overlooked this point and deem this standard not just acceptable, but excellent, provokes the kind of conspiracy theories that you're doubtlessly reading about all over the net. Only a total fool could look at the on foot sections of Driv3r and not come away with at least the sense that something has gone very wrong in the development process for it to end up this way.

Rush job?

'DRIV3R' Screenshot 5

If we were to pontificate for a moment on the reasons for such a dramatically flawed execution, we might speculate that the actual implementation of the non-driving portions of the game was left until relatively late in the project. By the time it was apparent that it wasn't going to make the grade it was too late to fix it, and the game was perhaps stitched together into a workable state at the last minute and given an intractable deadline. There's no other explanation that makes any sense - there's no way on earth the folk at Reflections would have looked at their game and been totally happy that it was as good as it could possibly be. Maybe they were happy with the car physics and the environments, but there's just no way they could have been satisfied with the missions. And the review scores appearing from normally over generous sources elsewhere tell us that we're not the only ones that feel dismayed with the end result.

But as much as we admire the way the environments look, there are still a bunch of problems that distract you from how good it looks. A dreadful level of pop-up persists on each of the three cities, and often with dire consequences when scenery items appear a second before you crash into them. The aforementioned lamp posts of death in Nice are the most obvious example, but seeing trees and bushes pop up and textures drawn at the last minute onto previously featureless buildings is a horrendous sight. When it does get things right in the beautiful spiralling village in the hills of Nice it slows to a visible crawl. Everything has a price it seems.

If those weren't alarming enough, the pedestrian behaviour is pathetic. At one stage a knocked down passer-by ended up on the roof of a van, then proceeded to get up as if nothing had happened and stand gormless on its roof for a couple of minutes while the van wound its way around the countryside - and such incidents are hardly isolated. In Driv3r, laughable and inexcusable bugs are never far away. Take the 'speedboat of death' as one memorable example, whereby jumping onto the front of the boat resulted in instant death on no fewer than four occasions in a row. Did any play testing take place at all? On the missions where you're being chased, it's actually safer if you drive at a very slow speed - then the rampant pursuers can't ram into you. More comically still, we discovered the best way to shake our pursuers on one mission in Miami was to drive into water, where they promptly floated harmlessly. We're not even going to get into the whole 'flying car' thing. You can already download movies though. Over time, the bugs within Driv3r will form the basis of an amusing book, but right now it all hurts too much to bear.

The unemotional engine

'DRIV3R' Screenshot 6

With so much emphasis on Hollywood production values, you'd at least expect the cut-scenes to somehow provide some incentive to carry on with a gripping storyline, but in truth it doesn't seem to matter how many times you see them, they remain among the most boring and disengaging in-game scenes we've seen in a long time. With a peculiar graphical style that manages to make most of the character models look inbred, not only does it not work as a spectacle, but the whole yarn is so disconnected that even the remarkably clever synopsis that appears when you resume your game upon reloading can't help spark the whole affair into any sort of life. Tanner as a character is neither cool nor funny nor charming; you just don't care about him in any way, and no matter who's doing the voiceovers, the script is so self-consciously trying to be dark and cool that it seems to bore everyone connected with it. You just won't care why you're doing the missions, or who Dubois is, or why you're chasing after so and so. It's meaningless in the most depressing way.

Occasionally the soundtrack threatens to liven up proceedings, but apart from the odd obscure gem hidden within a lengthy cut-scene, you're forced to put up with the sort of repetitive incidental music that was never designed for repeat listening. Get stuck on one of the missions and you'll want to take a machete to the composer. To be fair it wasn't his or her fault that the game persists in artificially drawing things out, but the fact remains hearing music reminiscent of The Professionals for literally hours on end is grating to say the least.

As a complete package, it's hard not to pick holes in Driv3r. When we played the preview build, we remained convinced that certain issues would be fixed (as did others, it would seem), but apart from an obvious audio bug, the whole game is exactly the same as it was then. We stopped playing it so as to not spoil it for ourselves or wind ourselves up about problems that may well be put right - but we were being foolishly optimistic. What's apparent is that we've come away from 20 odd hour's worth of play having enjoyed about one hour of that. If you move away entirely from the missions and simply treat it as a free ride experience and upload some cool scenes over Xbox Live then there's at least some enjoyment to be had cruising around each city taking in the sights and checking out all the different vehicles on offer, but that's hardly something many people will be buying the game on the strength of.

Schtop! Driv3r is not ready yet!

'DRIV3R' Screenshot 7

The sorry truth is that Driv3r is in a shambolic state to release into the market. It's not even an Enter The Matrix situation. Sure, many accused Atari of releasing that before it was ready as well, but at least it was pretty good fun from time to time, no matter how derivative or contrived the package was. In that sense ETM was below average, but Driv3r commits the cardinal sin of rarely even being entertaining on any level. It feels old, its design ethics have long since been usurped, its missions are unbalanced and largely lacking in imagination and no amount of cool vehicle physics and destructibility can mask some serious errors of judgement in the design stage, not to mention some appalling AI, botched third-person controls and all round weak programming.

Many would instantly try and compare Driv3r with the Grand Theft Auto games, but in reality it doesn't deserve to be spoken of in the same sentence as Rockstar's classics. True enough, GTA's not perfect either, and has its own issues to address, but Driv3r never even comes close to matching the GTA titles for energy, cool, ambition, design, talent, craft, humour or more crucially entertainment. It's a vastly restrictive game that's not just flawed, but will actively wind up any passionate gamer that comes anywhere near it - something that contradicts the whole concept of videogaming being a form of entertainment.

In the wider sense, Driv3r is not just a disappointing game for a team of the talent of Reflections to come up with, but is simply so botched that it's a class-A disaster for Atari. Some hardy folk seem determined to be blinkered to its many crushing flaws, but the rest of you should at the very least try before you buy - for an inflated cost of £44.99 in this country, too. No one should be under any illusions: Driv3r could be the biggest gaming let down of all time. For the good of us all, releasing a game of this importance in such a woefully unfinished state should never be allowed to happen again.

3/10

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Comments: 1-50 of 269 in total | next 50 »

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Rankin
23/06/04 @ 09:38
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;__;

I am very disappointed.
Necropolis
23/06/04 @ 09:39
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I blame the motorbike...
Errol
23/06/04 @ 09:41
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What a joke.
tiddles
23/06/04 @ 09:41
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Is the score trying to balance out the XBW and PSM2 scores? ;)
hoathenfold
23/06/04 @ 09:41
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But apart from all that is OK right??????
bionutz
23/06/04 @ 09:42
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damn; I loved the original Driver, was better (IMO) than GTA3, when it came to car missions.
Eighthours
23/06/04 @ 09:43
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As many will know, there is a great thread about the reviews controversy over on Gamesradar, with contributions from magazine editors and industry figures!!

http://forum.gamesradar.com/viewtopic.php?t=43524

Bear with it!! It becomes an incredibly good thread!

Good review. So not quite worth the 90% in PSM2 then? *chortle*
Amajiro
23/06/04 @ 09:46
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And it isn't like EG told them it would be getting a shit review if they didn't sort out the problems...
krudster [mod]
23/06/04 @ 09:51
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The score stands up - it's nothing to do with balancing out whatever anyone else gave it, they're all entitled to be completely wrong.
Singularity
23/06/04 @ 09:51
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So it's not as good as Halo then?
bionutz
23/06/04 @ 09:57
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They should be judged for releasing this incomplete game! And why did they have to take the guy out of the car, to kill people manually? This is not GTA but Driver! All he's supposed to do is drive!
UncleLou
23/06/04 @ 09:58
#12
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krudster, you're topping yourself recently in your reviews. About the best-written and most convincing articles that can be found on the net.
WriterUK
23/06/04 @ 09:59
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Bloody well done to EG.
bionutz
23/06/04 @ 10:00
#14
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I'm almost crying. Sniff... good review!
tiddles
23/06/04 @ 10:00
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The sad fact is that Atari are in deep financial shit... Driver 3/10 was already heavily delayed, and they could not afford to delay it further. So Reflections presumably were ordered to release it in the best state they could in the time available...
DDevil
23/06/04 @ 10:01
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But, but, but, it got 5 out of 5 in ZOO magazine! Surely THEY can't be wrong?
Dizzy
23/06/04 @ 10:02
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It will probably sell pretty well.
Shinji [mod]
23/06/04 @ 10:06
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Like anyone would want to after reading the review!!!

Actually... In much the same way that I have a nasty habit of trying to track down stuff that Kim Newman mentions in his direct-to-video hell column in Empire... I have the "so shit, it's entertaining!" thing going on :)
UncleLou
23/06/04 @ 10:06
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I am not so sure about that, Dizzy, with the likes of Gamespot and IGN giving it low scores, either.

Then again, I don't know how big their influence really is.
thesnowman
23/06/04 @ 10:07
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Gutted, I was going to cancel mine from play after hearing about the bad reviews, but then the gits go and release it early. So it arrived on Monday.

Its not great, but I dont think it is quite as bad as it is made out in the review. The on foot section are awful, but if u change to fps mode and change the sensitivty they become playable. I still enjoy the driving bits, so satisfying flying round a corner when getting chased and doing it perfectly.

I would say around 5/10.

Shame they have tarnished the series (although some would argue that happened in driver 2)
W0PR
23/06/04 @ 10:10
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Good review, but yes, why the link to buy it, and why run a competition to win merchandise from it?
Blerk
23/06/04 @ 10:26
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Excellent review! Well done, Kristan - you can almost taste the disappointment! :-)

Quit whining about the 'buy it' links. They earn cash for the site.

/slaps
Johnson
23/06/04 @ 10:32
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>> The reviewer at the Xbox mag that gave it 91% must have been on some really good drugs.

Are you suggesting that Atari have been spiking the water cooler at the magazines?
pjmaybe
23/06/04 @ 10:35
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Blimey!

Oh well I'm on my own again on this one then. Sure, it should've been finished properly but it's still enjoyable. Not 45 quids worth of enjoyable but fun nonetheless...

Mind you this is only after a day's play...!

Seriously though, did you expect it to be good with us lot on the development team ;)

Peej
Thamuhacha
23/06/04 @ 10:35
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>I am not so sure about that, Dizzy, with the likes of Gamespot and IGN giving it low scores, either.
Then again, I don't know how big their influence really is.


Pretty small this side of the Atlantic. Unfortunately (and I say this with all respect for EG) this review will have a pretty small effect as well.

Sadly.
WriterUK
23/06/04 @ 10:40
#26
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I strongly suspect - or at least hope - all the mags that didn't get an 'exclusive hands-on with unfinished code as long as you give us a 9, alright guv'nor, nuffink dodgy going on here at all oh no' will probably come back and mark this the way it should be marked.

That is, assuming that they get near-finished code... which given mag times... I doubt. But you never know.

If I was editor on a mag right now and for some reason I hadn't commissioned a Driv3r review already - because I was waiting for code -I'd be reading stuff like and thinking "Right, we can get a major credibility boost here...." Then give the game a harsh-but-fair review, and stick a headline like "DRIV3R: THE TRUTH" on the cover.

But hey, I'm not editor on a mag. ;)
bionutz
23/06/04 @ 10:40
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I have a friend working in the printed gaming magazines business (for Italy). Many publishers are sponsoring those magazines; when there is a game that needs to be sold, they're ordering them for a good review or else they'll cut the sponsoring and the magazine will go bankrupt.
BravoGolf
23/06/04 @ 10:42
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Hehe :)
Ace Grace
23/06/04 @ 10:45
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Must not comment. ;-)
gizmo
23/06/04 @ 10:49
#30
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Look on the bright side. Hold out for a couple of weeks and you'll be able to buy a traded copy for the price of renting it. heh.
robo_1
23/06/04 @ 10:49
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"The shrill anti-hype around this game at the moment is just as bad as the original positive atari-led hype before the release."

True enough, but the original hype was generated by Atari, whilst the anti-hype is generated by reviewers and gamers alike. Seriously, when IGN give a low score to a hyped game you know somethings up : )

It's clear it's no diamond, but as you say Harry, there are people having fun with the game, so if you're totally into the sort of gameplay Driv3r is supposed to deliver, then it's probably worth a rent. Sad thing is I had my cash all ready for this one too, I am totally gutted.
Thamuhacha
23/06/04 @ 10:49
#32
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>wow hold on there. Why is it said this review won't have an effect? Surely people should make up their own minds. The shrill anti-hype around this game at the moment is just as bad as the original positive atari-led hype before the release.

This wasn't a pop at Driv3r necessarily. I haven't played the released code, so don't know.

However, I do trust Kristan's reviewing because in the past he has said "X" about a game and I have then found "X" to be true of said game more often than not.

But my main gripe was that sites like Eurogamer are read by people like us - that is, by gamers who will work hard to form an opinion. And not by little Johnny who wants the latest hyped game. So, while I will not now buy Driv3r ... lots of people will not seek out reviews in order to form their opinion.
markypants
23/06/04 @ 10:58
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Good God. I would even go as so far to say that this review was kind. I played this last night for a few hours, and I am absolutely amazed that a product of this quality has made it to market. I would be ashamed If I was part of the dev team for this product. What a shambles. In my 5 hours of play I must have noted at least 15 bugs. 15!! I had issues with 'The Getaway' but this... This makes 'The Getaway' look slick and bug-less... Which is saying something.

It's sad that we all know that this game is going to sell like hot cakes, and the general public won't give a monkey's about these reviews. They never ever do. Otherwise why would the top 10 gaming chart look the way it does?

Really REALLY disappointed. Such potential wasted. Such talent wasted.
Edited 1 times, most recently on 23/06/04 @ 11:59
Nemesis
23/06/04 @ 11:06
#34
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/wince at score

Harsh. I remember when Driver was something quite special. How the times change.
WriterUK
23/06/04 @ 11:14
#35
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You know what's sad about all this? I don't think the negative feedback or returned games will affect Atari one jot.

I was in GAME last weekend and asked the bloke behind the counter how his pre-orders were going for Driv3r - he said they were great.

Now, even if everyone who pre-ordered the game buys it and brings it back the next day - the only company that suffers is GAME. Not Atari, who get their cut from each retail sale made.

Admittedly, the huge rising tide of anti-hype (nice phrase) that's about to crash all over the game may well affect sales long term - but I suspect we're talking about maybe making this a 100,000 seller rather than a 300,000 seller.

That said, maybe Atari wasn't talking bull when they said they needed to sell 4m copies to break even - and if that's the case, perhaps our work here is done....
UncleLou
23/06/04 @ 11:17
#36
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Now, even if everyone who pre-ordered the game buys it and brings it back the next day - the only company that suffers is GAME. Not Atari, who get their cut from each retail sale made.

Not necessarily. The guy in the indie shop I talked to yesterday has said he ordered a huge pile of copies, but what he doesn't sell he can just send back.
pjmaybe
23/06/04 @ 11:17
#37
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"The physics in Driver have always been streets ahead of GTA in pure driveability anyway..."

Still is. Nowt wrong at all with the driving physics and dynamics in Driver 3. But then that's what reflections are best at (and should stick to - in fact they should just do a decent Destruction Derby using this engine!)

Peej
Viktor
23/06/04 @ 11:19
#38
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Brilliant review. Very well argued. There is no reason for Atari reps to complain, but I'm sure they will and probably already have.

Eurogamer is fast becoming one of the few review sources I trust.
Tiger_Walts
23/06/04 @ 11:22
#39
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Sounds like the bugs do indeed break/kill the game.

/Changes Edge 6 or 7 prediction to 2.
TipTop
23/06/04 @ 11:26
#40
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... Im waiting for the Atari press release.

PRESS RELEASE JULY 2004

Atari today recognised that early development code for Driv3r somehow made into production. Driv3r has been withdrawn and the finished version is now available. All those who own a copy of the early development version can return them and a final version will be sent to them immediately ...

... for a £10 fee.
Mant
23/06/04 @ 11:26
#41
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"EEw Basil this coffee smells like shit..."


"It IS shit Austin."

Man 3/10 what a dig in the ribs! The shooting outside of the car is appauling on PS2 that im going to wait for the PC version with the mouse, if it even shows its face. :S
Thamuhacha
23/06/04 @ 11:29
#42
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>"Now, even if everyone who pre-ordered the game buys it and brings it back the next day - the only company that suffers is GAME. Not Atari, who get their cut from each retail sale made. "

Not necessarily. The guy in the indie shop I talked to yesterday has said he ordered a huge pile of copies, but what he doesn't sell he can just send back.


It very much depends on the terms of sale agreed between a publisher and a retail outlet. "Sale or return" is very rare, with a more usual agreement being to reduce the RRP after a bit to help the flow of stock. But we can't possibly know in any case.

However, the indie store will not be dealing with Atari direct, but with a reseller like Centresoft or Gem. And since indies deal with small orders SOR could be more usual.
Edited 1 times, most recently on 23/06/04 @ 12:30
Mant
23/06/04 @ 11:30
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"in fact they should just do a decent Destruction Derby using this engine!"

Oh man, im still waiting for that Destruction Derby 1 remake... Somebody!!
WoodenSpoon
23/06/04 @ 11:31
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Not as good as Halo then.
presh
23/06/04 @ 11:32
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While it's true to say that many people buy games without reading a review I don't think it's fair to say that reviews don't have an effect - if they didn't, why would every publisher spend so much time and effort arranging reviews and advertising in magazines?

Atari will sell a load of copies based on the 2-3 years of hype and the pre-arranged covermounts and exclusives, but review really help with long-term sales. Look at GTA3 - sold over a million copies mainly through good review scores and word of mouth.
barchetta
23/06/04 @ 11:37
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Truly a car crash of a videogame then ......

/winces

Thank you Eurogamer for once again not kowtowing to the marketing depts. and giving us punters some solid advice.

I wonder how many print mag editors feel seeing someone walking up to the counter of their local GAME and handing over hard earned cash on the back of a feeble, massaged, mag review.

Martin Edmondson - you need to tell us why.
Thamuhacha
23/06/04 @ 11:39
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>Atari will sell a load of copies based on the 2-3 years of hype and the pre-arranged covermounts and exclusives, but review really help with long-term sales.

Reviews in the likes of Official PS2 mag might do (circulation close to 200,000). My gripe is that sites like EG (who I think we would all trust more than most print mags) don't get to tell 200,000 people that the game is a 3 out of 10 debacle. Neither do Edge or Games TM.

Anyway, all eyes on Charttrack over the next few weeks. My prediction is for Driv3r to chart high for a fortnight and then start to drop rapidly.

Edit: my spelling is bugged today.
Edited 1 times, most recently on 23/06/04 @ 12:42
perilikid
23/06/04 @ 11:42
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Now, even if everyone who pre-ordered the game buys it and brings it back the next day - the only company that suffers is GAME. Not Atari, who get their cut from each retail sale made.

Not necessarily. The guy in the indie shop I talked to yesterday has said he ordered a huge pile of copies, but what he doesn't sell he can just send back.


Having worked at HMV for over two years now and seen how we got stuck with loads of Angel Of Darkness when it stiffed, I'd be surprised if Atari didn't contrive to get a deal where once the games were out, they would be non-returnabable (or something). Give it a few months, and even the big high-street retailers will be selling it for £15.

As for the review, I've only got one thing to say... ouch.
Edited 1 times, most recently on 23/06/04 @ 12:44
Whizzo
23/06/04 @ 11:43
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I thought it was rather odd that in the latest OPS2M is stated a couple of times at the front they were a bit narked Atari wouldn't let them review Driver3. Perhaps Atari's PR people didn't think it would get a complimentary review prior to release...
pjmaybe
23/06/04 @ 11:43
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Oh well, they can always bury 'em all in the desert. That's not been done before by anyone...

/aide whispers in ear

Oh...Oh god, really? Atari did that? Oh my!

/keeps copy for Ebay in 50 years time

Peej

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