Game Description: GT Interactive's new game, Driver, puts gamers right into the middle of the action and squarely behind the wheel of the most wanted getaway car. Assuming the identity of an undercover cop named Tanner, players sell their services as drivers-for-hire to the highest bidder in order to infiltrate a powerful crime ring spanning four of the nation's largest cities—New York, Los Angeles, San Francisco, and Miami. Driver delivers the clutch-your-seats, adrenaline-charged action of a Hollywood-style car chase, propelling players along a high-speed, all-out thrill ride. Driver's true-to-life modeling of automobile physics, ultra-realistic environments, cutting-edge graphics, and revolutionary replay mode allow users to experience an elaborate, realistic interactive driving experience.
I've waited nearly a decade for Driver: You Are The Wheelman. But before you say that's impossible, let me explain. In my high school days, while everyone else was dazzled by Kenichi Sonoda's claim to fame anime, Bubble Gum Crisis, I was drawn to his much lesser know piece, Riding Bean ( which later evolved to the far more popular manga, Gunsmith Cats). Set in Chicago, Bean borrowed much of its inspiration from the Blues Brothers, but the characters had an edge all their own that I enjoyed. The story, which matches the premise of Driver, revolves around a rogue, Bean Bandit, and his exploits as a courier-for-hire with a knack for aggravating cops with his super-charged car. While I don't think there are any unaccredited Simba vs. Kimba shenanigans going on between Riding Bean and Driver, there is a striking similarity and I was eager to relive an old anime fantasy.
Surprisingly, despite being in the capable hands of Reflections (the developers previously responsible for the Destruction Derby series), Driver comes up flatter than overnight Coca-Cola. Practically the only thing positive about Driver is the controls. To its credit, the cars handle great. I was able to perform J-stops, 180 degree turns, and negotiate tight corners like a professional stunt car driver with relative ease. Everything else in the game feels either rushed, inconsistent, or just plain bad.
Let's start with the terrible full-motion video (FMV) sequences that play in-between missions. The backdrop story of an undercover officer is bad enough, but add to that amateurish 3D modeling and a laughable script with zero drama and things then really start to get ugly. Even at the most basic level of story-telling, the FMV in Driver fails. Scenes are interjected and paced so poorly that I could never tell who was involved or what was going on. I couldn't even tell when my own character was on-screen.
Talking about the gameplay is like adding dead weight to an already sinking ship. There are some serious design flaws that really hurt Driver. Two maps are provided during the game, but both are implemented poorly. The smaller on-screen map is too small for navigating and the larger, more detailed map requires an annoying pause and menu selection to access. I couldn't believe something so functionally critical would be either near useless or buried in the interface. Moreover, non-progressive mission designs meant stages would be either too long and hard while others were too short and easy. Then there's the inconsistent damage model where tiny nudges to the rear of my car would wreak havoc while high-speed head-on collisions only generated mild damage. Both problems served only to further hinder gameplay.
By far the worst thing about Driver is its inability to really draw me into its universe. Everything, from its premise to its marketing, points to a degree of role-playing. Yet, remarkably, everything about the design works against that very notion. Right from the start of Driver, I was subjected to a rigorously difficult, must-pass driving test that made this a really hard game to get into. Why force me to perfect my driving technique before even playing the actual game? Rather than gaining my attention quickly and allowing me to develop the skills while playing the game, I was quickly subjected to practice in needlessly precise training sessions and all in a very abstract fashion. Just about everything else failed to capture my imagination as well. There were no mission selections, car customizations, resource management options, or character developments to sink my teeth into. The use of too many text-based menus rather then intuitive visual cues continually distanced me from Driver. The final nail in the coffin was the unpolished graphics that failed to capture the essence and excitement of the cities they attempted to replicate. Seemingly hampered by the hardware prowess of the aging PlayStation, environments, whether in San Francisco or New York City, seem overly homogenized.
I was severely disappointed by Driver. Hoping to recreate an old anime experience, I was presented with competent car handling with occasional sparks of car-chase excitement debilitated by a game design inept at immersion. What sums it up best is Driver's tribute to the French Connection stage where I chased a monorail in pursuit of a passenger. It goes through all the motions of the film's most riveting scene. But with a horrid FMV scene opening the level, ridiculously tight restrictions in chasing the monorail, and zero follow-up FMV to close the level, its fails to capture any sense of the tension and drama that made the whole sequence famous.
I wasn't yearning for this game as much as Chi but I was looking forward to it for about a year. I first saw it previewed in an article in Next Generation Magazine and it caught my interest. Reflections was one of the first developers to use Sony's "Performance Analyzer," a device that helped developers make use of the PlayStation's processing power at all times to maximize graphics and mathematic computations. With an unparalleled quality of graphics and realism, Driver was supposed to be a marquee release for the PlayStation and extend its life into the next millenium. Unfortunately, Driver fails miserably short of expectations. The graphics are pixelated and everything in the game is a low-resolution mess. In this regard it's a total disappointment from such an accomplished developer.
I guess Driver's fault is that it's just a tease. It raised my hopes and never delivered. A good example is the game's opening. As bad as the FMV sequences were (and they were truly awful) Driver did deliver early on. It's during the intro that we see Tanner (at least I think it's him) silently breaking into a car in a dark, empty parking garage. And just as he slowly drivers away, a patrol car spots him and Tanner takes off with the cops in hot pursuit. It's a great chase as Tanner quickly maneuvers around sharp turns and around moving cars within the maze-like garage. Finally he catapults out the entrance just ahead of an oncoming vehicle that totals the patrol car that was following close behind. Understandably, after this I was eager to play and further experience that kind of thrill, but there was never a sense that any of the parts of this game was ever conceived to go together.
Want proof? Let's look at some of Driver's options. One of them, the replay system, lets me control all the camera angles like a movie director. It was a breeze to set up camera angles anywhere along the path of the car and capture the most dramatic or action-oriented shots that would have made William Friedkin proud. The problem was that it was never any fun to actually drive the car to begin with so I got little joy getting into the replay mode. Once I got there, I wasn't too keen on watching this game in action again. Other modes (called driving games) like Pursuit, Getaway, Cross-town Checkpoint, Trail Blazer, Survival, and Dirt Track would be welcome additions to any racing game. Here, they are no more fun to play than the actual game itself. All that was left was an incomplete game that lacks in too many areas to escape my wrath. Chi and I watched Blues Brothers and French Connection again to get into a better frame of mind when playing this game (we were hoping to recreate our favorite car chase scenes from these movies while playing). But once behind the wheel of Driver, it's turns out it would be better to just pick up the movies and leave Driver on the shelf.
According to ESRB, this game contains: Mild Language
The mature backdrop story of Driver will send parents reeling for lighter fare.
Which leaves us with weapon-based driving fans, who will feel most at home compared to all others. I for one, was disappointed.
Unfortunately, car-chase movie fans don't have much of a choice beyond the uniquely conceived, but poorly executed Driver. Midtown Madness offers a similar drive-through-the-city experience, but it doesn't have the same mission-based driven gameplay.
Straight up racing fans, arcade stylist and sim-heads alike will probably want to stay away from this one.