Driver





May 3, 2002
Price: $10 (Jewel case)

You are the Wheelman!
I hate the bloody mob. The only thing I hate more than the mob is
people from Long Island, NY (the endless strip of suburban sprawl
east of Queens) who are obsessed with the bloody mob. They will sing
the joys of watching all three Godfathers back to back. Or
even try to slip a consonant-less, Soprano's style, "forget
about it" or "it's like butter" into a normal conversation.
And they will prattle on for hours about how their cousin's brother
was once invited to a wedding in John Gotti's backyard (but ended
up not going) and how that somehow changed their own perception of
mortality forever. So it was with some trepidation that I booted up
Driver after reading its mafia inspired byline, "You are
the wheelman."
I was relieved when found that I was behind the wheel of an excellent
street-driving simulation, emphasizing coordination and ability rather
than the mindless theatrics of the recent Xbox flavor of the month,
Wreckless: The Yakuza Missions.
Compared to the above, or nearly any game for that matter, the graphics
of Driver are downright Spartan, or perhaps even Canadian,
in that everything is clean and spotless beyond what mere humans are
capable of. However, Driver runs well at extremely high resolution
with even 4X FSAA enabled, giving it a crisp look which undoubtedly
reinforces the feeling that it is a simulation.

Sailboat in the rearview
Only serious drivers need apply--in fact, Reflections Interactive
has set the bar so high that only the smallest percentage of players
could ever manage to complete the tutorial or introductory mission
for the game, which is the equivalent of an underground "road-test."
Having only a minute to accomplish over a dozen specific maneuvers
inside a parking garage (filled with pylons and other cars) without
as much as scratching your own vehicle three times--all but the most
determined players would quit from frustration. No one in their right
mind should possess that level of determination for a $10 game, and
successfully completing the road-test is necessary to begin the "Undercover"
mode, which is allegedly the real "meat" of the game.
Fortunately, with a small edit to a file (open it with WordPad or
Notepad), one can be on his or her way:
While most gamers are used to racing games which have been using
the same formula since Pole Position for the Atari, one cannot
help but feel a sense of awe when encountering a game like Driver.
Four cities are represented: Miami, San Francisco, Los Angeles, and
New York City (though the last two will probably never be "unlocked"
by most players without resorting to cheating) and rather than being
herded past all the standard landmarks as in more traditional games,
players are free to go where they like and explore the backstreets.
This freedom is unparalleled. Traffic jams lurch into motion at stoplights,
SUVs zoom above your head on overpasses, and the situation where four
infinitely patient individuals indefinitely tie up a four-way stop
intersection, waiting for each other to "go"--all play out
exactly like in real life. It is simply staggering if one has never
experienced a game like Driver before.

Traffic signals are for your protection
The police roam the streets and can be conveniently identified (as
well as their "lines of sight," the cone shaped areas that
are currently visible to them) on your onscreen map. Unless an APB
has been put out they tend to leave a player alone if he or she follows
standard traffic laws such as: staying under the speed limit, obeying
traffic signals, going the right direction on a street, and not crashing
into other vehicles. They tend not to notice a car doing donuts on
the lawn outside city hall unless other laws are broken in conjunction,
however.
The "Undercover" mode of the game centers on the police.
As the "wheelman" it is the player's job to convey thugs
from crime scenes back to their lair, whether it is an abandoned chop-shop
or a mansion. Naturally, this route is never a straight line and often
crosses directly in front of Police HQ and during the course of the
mission the given destination tends to change three times. Further
dispelling the myth of an intelligent mafia is the addition of arbitrary
time limits. For example, the first job is to pick up a handful of
crooks after a bank-job and convey them to the other side of Miami.
Rather than doing the responsible thing and casing the joint before
hand, the player's character instead starts across town outside his
apartment with only a minute left to arrive at the bank. It would
seem that mobsters need to inject more tension into their lives through
incompetence--we are not talking about oversleeping macroeconomics
class, here.

Recreating that Oscar winning scene from Training
Day
Missions are difficult though should you accidentally succeed at
one much celebration is in order. The police tend to give chase rather
well, especially towards the beginning of the game when the player
has an underpowered car (later, cars will be available that are so
fast as to make the police a nuisance at best--your own high speed
driving skills becoming your highest liability) which necessitates
innovative tactics such as cutting between cars at red-lights and
the like. Once the immediate threat is gone--usually after several
roadblocks--police tend to go back to their normal patrols. They will,
however, give chase on sight. This leads to the cheesy yet effective
tactic of driving with cruise control engaged about 20 meters behind
a police cruiser. They will not see or nor take any notice of the
player. Many missions can be accomplished like this, and their otherwise
tremendous difficulty often compels players to use such "cheese"
tactics--taking what little fun there is to be had out of the mafia
story, as most of us could drive around town at 25mph ourselves, if
we liked.

Players with too much time on their hands
can experiment with the film maker
Force feedback response was a mixed bag. Collisions with guide rails
and other vehicles resulted in sudden snaps of the wheel rather the
mere rough vibration that other games tend to generate, giving a very
satisfying feel to Driver. On the other hand, under standard
driving the wheel feels very tight, having a strong auto-center out
of the dead zone, which makes it difficult to complete the exacting
maneuvers that the game supposedly centers on. It is as if the force
feedback were designed for a far different game than Driver.
While there are a variety of game modes, none of them are particularly
satisfying and tend to wear thin rather quickly. Perhaps that is to
be expected, as the whole concept of "game" runs as a direct
contradiction to the great (though less than technical) simulation
that Driver is built on. Fortunately, there is an option for
free play, called "take a drive," which allows players to
just tour cities, following local traffic laws until the urge to turn
into a one way street or cross a centerline gets the better of you.
This option alone is worth $10, and is an immensely memorable and
humbling experience for those lucky enough to have a steering wheel
controller. And if you are really psychotic--you can practice parallel
parking.
by Richard Leader
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