Split/Second: Velocity Multiplayer

Spend a little time together.

I'm on the train home from Disney's London offices and I'm wondering whether Black Rock has overdone the realism of Split/Second's crashes a little bit.

Not because they look weird (they look amazing) and not because there's anything wrong with the physics (there isn't). More because my neck is sore from leaning into corners like a 12-year-old playing Mario Kart, my throat hurts from shouting at the people I've been playing it with, and I've got a nasty friction burn across my collarbone. No idea about that one actually.

Plus, of course, I'm on a shaky comedown from all the adrenaline. The last couple of hours have been filled with explosions, hair's-breadth escapes and aggressive racing-line ownerships. It's exhausting stuff, and the physical toll it's taken on me is more a testament to the nature of the game than it is to my poor fitness.

You've probably played a bit of the demo by now, and the chances are you enjoyed it, but dumping a huge quantity of reinforced concrete onto the bonnets of some AI cars is nowhere near as satisfying as ruining real-life opposition.

Split/Second's vehicles, broadly split into three categories of truck, muscle and sport, have a tremendous sense of weight, and because of this they have genuine impact in the frequent and satisfying collisions. They're low-slung, stylish and predatory, emphasising the very tactile arcade driving model as well as the aggressive nature of the game.

1

It's like an advert for a particularly dynamic firm of solicitors.

We're given three choices to play with during our session, one from each class, designed to highlight the pros and cons for each of the three multiplayer modes of race, elimination and survival.

Race is self-explanatory. Played online or in split-screen, these are battles between eight cars on any of the unlocked tracks, of which we were exposed to around 16.

They're as straightforward as racing gets in Split/Second, which is actually to say 'not very'. Routes and shortcuts change on almost every lap - disorientating for the first couple of races, but thoroughly enjoyable thereafter - while explosions, rock-slides and renegade cross-channel ferries punctuate every other corner. As a result the grid stays pretty fluid, with a well-timed powerplay easily dropping you four or five places.

There's almost always a chance to dodge the more serious obstacles which suddenly drop into your path, however, alleviating the frustration of unavoidable sudden death.

3

The oversaturated, gritty visuals give environments a distinctly 'urban' edge.

The reasons for this are twofold. First, powerplays take some timing to pull off. The icons that appear above other racers' heads to signify that a powerplay is available are visible for a second or two on each side of the actual window of opportunity, meaning that laggardly or overenthusiastic use will miss your intended target. Second, because powerplays trigger events rather than weapons their consequences can often be avoided with quick reactions and a bit of driving nous.

Even in the most hectic of races you rarely feel hard done by. Seeing a crane swing the engine block of a 747 across your path, eliminating the frontrunners and elevating you to first, does feel a bit like cheating, but only in the most delicious of ways.

Eliminator is another mode you may be familiar with, especially if you've enjoyed DiRT 2, WipEout or any of the many other games that use it. It's a race but with constant 30-second countdowns, and the player in last being eliminated at the end of each half-minute.

Because of the fluidity of the positions in any Split/Second race, these events are less predictable than they sometimes are elsewhere, with some of the satisfaction of avoiding elimination sacrificed in favour of a last-chance turnaround.

However, because of the sheer number of track layout permutations on any given course, positions also often change unexpectedly - suddenly dropping players a place or two when they've not been visibly overtaken, but simply because someone's taken a better route.

Survival, finally, introduces a number of huge, doubly articulated lorries which career around the track alongside the racers. Getting sideswiped or blocked by one of these 18-wheeled behemoths is bad news, but the real threat lies in the explosive barrels that spew constantly from their rears.

They come in two types - blue ones which disorientate and barge your vehicle, but don't wreck you, and big flaming red ones, which bloody well do. The trucks are spaced evenly along the tracks, with a few seconds grace in-between, meaning that there are precious few breathing spaces between huge tracts of explosions.

2

Not a great time to be Jonesing for a Ginsters' buffet bar - the next all-night garage is miles away.

To earn points you need to overtake the trucks, and passing several in a row without being wrecked earns you a multiplier. After a few minutes sudden death rules are engaged, with your next wreck being your last. Highest point total wins the day.

It's hectic, sometimes a little too much in places, but powerplays are disabled so that things are easier to handle. Nonetheless you often drive pretty much blind into a storm of explosions, and just as often with pretty disastrous consequences. It's not one for the faint-hearted, but enormous fun when you're on a roll, threading your way between barrels, a huge armoured truck and suddenly-appearing scenery.

It's also a good showcase for the strengths of different car types, resulting in a toss-up between the agility of the sports car and the resilience of the truck, as the bulkier vehicle is relatively unscathed by smaller explosions. Survival could well become a favourite with twitchier players, and should be a blast among friends.

4

Decals on cars represent achievements, the number is an indication of rank.

That balance of spectacle to predictability seems just about right. Presumably, as players get to know the tracks, there will be fewer surprises for everyone, as drivers approach potential powerplay zones more cautiously - and that might be a bad thing, but then it might simply alter the dynamic. If the balance between chaos and control evolves with experience, knowing when you're most likely to be slammed could heighten tension instead.

Split/Second's tracks are excellent, and the game's easy to enjoy thanks to chunky car modelling and forgiveness offered by the driving model. Multiplayer is a big improvement on the already-enjoyable single-player time I've spent with the demo, too, so I'm pretty excited about the prospect of how this could all pan out - something we will find out in next week's review.

Just remember to bring a neck-brace.

Split/Second: Velocity is due out for PS3 and Xbox 360 on 21st May.

Comments (43) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Eraysor #1 2 years ago

    Turns out it was possible to make me want this game more than I already did.

    EDIT: And the Velocity subtitle really should be ditched. Bit late now though I guess.
    Edited by Eraysor at 11/05/10 @ 13:39
  • Machetazo #2 2 years ago

    Now it's "velocity", again! So, the demo was unrepresentative, after all. lol
  • wizlon #3 2 years ago

    fuck it, i'm just going to have to buy this...
  • Ignatius_Cheese #4 2 years ago

    Sounds excellent!

    Very much looking forward to this next week :D
  • gamerBOB #5 2 years ago

    @Eraysor

    Know what you mean, I haven't been this excited about a racing game since Burnout Paradise :D

    Why couldn't they have stuck with Split/Second, normally games only stick subtitles onto sequels
  • CaptainQuint #6 2 years ago

    I've fancied the arse off this since the very first teaser trailer. Black Rock are a bloody good racing game developer, as was proven by the criminally underplayed PURE.
  • Eraysor #7 2 years ago

    I am assuming there is some sort of copyright issue hovering out there somewhere to be honest.

    They should have called it EDGE of Velocity or something.
  • Slipstream #8 2 years ago

    Sounds AMAZING! I really cannot wait, I had that gut instinct that the multiplayer would indeed be something special!

    Decals on cars represent achievements, the number is an indication of rank.

    Lush idea =)
  • Vroom #9 2 years ago

    Sign me the hell up! Looking fantastic.
  • cianchristopher #10 2 years ago

    Get this title up on Steam, Disney. And Pure as well. I'll buy them both if you do.
  • Anthony_UK #11 2 years ago

    I did read that correctly didn't I? 16 tracks? Intresting, with the amount going on per track I must admit I thought it'd be far less!
  • jstar #12 2 years ago

    actually I didn't enjoy the demo at all. I thought the graphics were horrendous and the handling terrible. How anyone could prefer this to Blur is entirely beyond me. Seemingly lots of people do though which is actually probably a good thing as both games will hopefully sell well. I like both Blackrock and Bizarre so it's ncie to see Brit devs doing well. Fingers crossed for good sales across the board but my money is going up north for sure!!!!
  • bodypopper #13 2 years ago

    Blur is just Wipeout with cars and way too easy. I can't see the fuss myself.
  • pinebear #14 2 years ago

    @Anthony_UK sounds like it could be more than that: "Race is self-explanatory. Played online or in split-screen, these are battles between eight cars on any of the unlocked tracks, of which we were exposed to around 16."
  • espadachin #15 2 years ago

    Question for dan:
    when playing multiplayer do bots make up the numbers if there arent enough players?
  • uglygamer #16 2 years ago

    I did read that correctly didn't I? 16 tracks? Intresting, with the amount going on per track I must admit I thought it'd be far less!

    I thought the full game has 12!
  • StarchildHypocrethes #17 2 years ago

    Sounds damned promising!
  • Danbojones Verified Senior Staff Writer, GamesIndustry International #18 2 years ago

    @espadachin Actually, I honestly don't know. We were playing in a closed environment where every chair was taken, or at least signed in to the lobby, so any vacant controllers just sat on the grid. Something we'll try and confirm for you in the review.
  • espadachin #19 2 years ago

    Thanks, much appreciated.
  • mungolikebeans #20 2 years ago

    Split + Second = Hooray!
  • chubster2010 #21 2 years ago

    'Blur is just Wipeout with cars and way too easy.'

    Eh?

    Wipeout is just Outrun with spaceships. And lasers.

    Outrun is just Rally X. With a hot blonde chick. And a Ferrari.

    etc etc.
  • fiery_jackass #22 2 years ago

    Headed, I fear, for an ill-deserved 9/10. Pre-emptive disappointment based on the SP demo of course. Can't see MP bringing that handling model to life
  • Ocean-Ripple #23 2 years ago

    Dan, any info on control schemes available in the game..?

    I find it uncomfortable playing racing games via the R2/L2 triggers which the demo was restricted to, any idea if its possible to change the control scheme in the full game so that you can play with the face buttons???
  • NkillerROH #24 2 years ago

    Well I just hope the multiplayer is handled right. Couldn't see it for myself considering the lack of multiplayer in the demo.

    And yes, I think they should scrap the Velocity from the game's title. It just sounds like a sequel. Hell, I thought that Dragon Age was a prequel because of the Origins subtitle.
  • Danbojones Verified Senior Staff Writer, GamesIndustry International #25 2 years ago

    @Ocean-Ripple Again, something I can neither confirm nor deny, I'm afraid - I played with the default settings.
  • Ocean-Ripple #26 2 years ago

    @Dan, thanks for the quick reply anyway. :)

    Hopefully it will have multiple control schemes, I never understand why some developers go through all the trouble of creating these amazing titles and then restrict them by not allowing the player to play them as he/she wishes.

    I remember back in the day when I could map every button on the controller to my own preference... now I'm lucky if a game offers more than one pre-set control scheme.
  • chubster2010 #27 2 years ago

    @espadachin
    I was actually at the event (though not with Dan!), and played a 2 player game and (if I remember rightly!), yes, bots made up the other racers.
    Edited by chubster2010 at 11/05/10 @ 16:05
  • espadachin #28 2 years ago

    Thanks Chubster!
  • chubster2010 #29 2 years ago

    A slight correction to my post re Bots -

    There definitely were bots on the two player split screen....I might be wrong about the online though!
  • Bloobat #30 2 years ago

    great article!

    does Dan or anyone else know if you can play split-screen ONLINE in this game??? modnation racers stlye? That is an AWSOME feature and one of the main reasons i am buying MNR...
    Edited by Bloobat at 11/05/10 @ 18:00
  • flakmagnet_ #31 2 years ago

    2 player split screen? Sweet. Pre-ordered!

    Haven't played the demo, want to experience the game in full after getting to play it @ Eurogamer Expo last year. Excited for this game big time!
  • Vroom #32 2 years ago

    Jstar said:'I thought the graphics were horrendous'

    Really? Are you actually series or one of those semi or fully crazy people that I periodically bump into on the way to work in the morning?

    Yip. You must be crazy.
  • Vroom #33 2 years ago

    My spelling of serious shames me.
  • Ceelion #34 2 years ago

    I didn't think I could want this game more, until I read this article that is! An absolute definite First Day Purchase.
  • neems #35 2 years ago

    I think there are 12 environments, but you get multiple variations of each as the game progresses.

    As for triggers being used for accelerate / brake, I didn't like it at first, but it is definitely worth getting used to. I don't suppose it would matter much in Split/Second, but most modern racing games make use of analogue control for the 'pedals', and it's definitely a big advantage in some of them. That said, the triggers on the PS3 controller are horrendous.

    Does anybody know what's happened to the PC version of this? Nobody seems to list it anymore.
  • PixelPlayground #36 2 years ago

    Great article EG. Sounds like my pre-order is worth it as I hadn't expected them to be able to create as many environments as this, given how much interactivity and destruction they feature. I played this game for almost a day solidly at E3 last year and also think that the audio is some of the best in class for a racing game (IMO).

    Any news on what day the reviews can be expected?
  • Zebula77 #37 2 years ago

    I was already gonna buy this thanks to my experience with Pure and the Burnout games. The demo and this made me want it more tho. :)
  • jstar #38 2 years ago

    No Vroom. They are a pixellated mess. I'm not crazy. Every single one of my friends said exactly the same thing. They are also not crazy. Horses for courses. I hated them. Each to their own.
  • Rictor001 #39 2 years ago

    @neems - PC version is digital download from Metaboli
  • XM #40 2 years ago

    The PC version for the UK is pre-order exclusive at Direct 2 Drive.
  • Jauffre #41 2 years ago

    Really looking forwards to this, having played the single player demo to death :)

    The only thing possibily standing in it's way for me is Blur, but since I haven't had a chance to try that yet, this is winning.
    But what could possibly be better than dropping a jet on someone's head? ^^
  • neems #42 2 years ago

    Oh joy, digital download on my half meg connection is such fun (notwithstanding my 80 gig steam folder, heh).
  • XM #43 2 years ago

    There is now a online shop to get the PC UK version but never used them before. http://www.coolshop.co.uk/catalog/produc...