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There have been concept car games, but could this be the first high-concept car game? Ubisoft Reflections’ Driver San Francisco is given a ludicrous but ultimately rather brilliant twist – a narrative crutch for extravagant mechanics that’s no less weird than the metaphysical premise of Life on Mars or Quantum Leap. A nasty prang leaves petrolhead detective John Tanner in a coma, plunging him into an imagined version of San Francisco in which he must thwart the devious plans of his nemesis Jericho, recently broken out of jail. The rules of the road are a little different in this dream state – at any moment, Tanner is able to initiate ‘Shift’, an out-of-body experience that enables the player to soar high above the city and all its traffic, before swooping upon any vehicle to possess its driver.
Tanner’s not immediately aware that he’s dreaming, and has to come to terms with his new-found powers while pursuing Jericho – whose devious plot is inspired by the TV reports of his waking-world criminality, which Tanner is unconsciously absorbing from his hospital bed. Obviously the body-swapping mechanics are the real motivation, but Tanner’s tall tale has the amicable feel of a Sunday afternoon TV serial, told with a light heart and easy wit. As he jumps between bodies, we dip into incidental stories. A pair of brothers struggling with their college fund find themselves swept up in the dangerous world of street racing; a secretary elopes with her embezzling boss/boyfriend; a man bitten by a ‘Colombian dream widow’ spider needs a quick shot of adrenaline at the hospital. These vignettes are dispatched with a cheery humour and a dramatic irony as Tanner hurriedly adapts to each new situation, blagging his way through the suspicions of his passengers, who are often baffled by the sudden change in mood of their companion. Even vehicles that aren’t plot-critical dish out snippets of conversation, in which Tanner apologises in advance for the imminent insurance claim.

The premise for these diversions: in order to pursue Jericho, Tanner must first help the city, swooping upon mission markers seen from on high to help San Francisco’s hapless citizens. Once you’ve completed enough city missions, the next Jericho mission unlocks, with Tanner hunting down peripheral members of the gang, working his way towards the big cheese himself. Sometimes you’ll be cops on a fugitive’s tail, sometimes you’ll be the fugitives, sometimes the hapless civilians caught in the middle. The hallucinogenic conceit gives Driver carte blanche to play with perspective – one mission sees you pursue kidnappers by Shifting to the victim’s perspective, popping open the boot so you can see where you are, then Shifting back to the cops on the trail; another has you remotely controlling Tanner’s car from the perspective of a would-be assassin. Nightmarish episodes see civilian traffic turn against you, or feature a desperate pursuit while bolts of lightning send cars flipping in your direction.

The Shift mechanic is deployed with such ingenuity and variety that the game rarely gets stuck with its formula, pushing the possibilities to ever more outlandish effect. Even familiar racing game modes are given a thrilling spin – you’re able to tip the odds in your favour by Shifting into oncoming traffic and screeching across the central reservation to smash your leading opponent into the sky. The dreaded escort mission also gets a much-needed shot in the arm, dispatching incoming enemies by turning civilian cars into battering rams.
Whenever you leave the mission-critical vehicle, an autopilot keeps the seat warm for you. It’s the game’s Achilles’ heel: it’ll keep pace in the most basic of races, but will reliably fluff more complex missions. You also lose control of your vehicle in the moments following any major crash – the game is so eager to show you cinematic cutaways whenever you total an opposing car that it leaves you careening off into scenery. One mission, with your truck ploughing through countless cop cars, is made exasperating by the frequency with which you’re ripped from the wheel. Driver’s not above conspicuously loading the dice, either, and this occasionally cheapens the challenge: cops can be maddeningly tenacious as it is, but even if you manage to shake them, the game may decide you haven’t had enough and spawn some more right in front of you.



Comments
10Interesting, I played the Demo for 10 minutes before I'd had enough. I'm a big fan of the Driver series, I even loved Driver 3 and just about enjoyed Parallel Lines, but this one annoyed me straight away.
For me the Driver series has always been about gritty, realistic, film-influenced chases, and this one didn't have any of that for me. The car handling and graphics were much more arcadey, I felt like I was playing Crazy Taxi (not a bad thing but not what I want from a Driver game). As for 'shifting', no thanks, call me traditional but I prefer to stick to one car.
They've tried to make it too much like games such as Need For Speed: Hot Pursuit. It's understandable, but it's not what I want from the Driver series. Never mind.
Wow, game journalism needs to change. Wasting space mundanely critiquing the animation of passers by in a game where the entire world is marginalised by the conceit of 'shifting' is incredibly short-sighted... The review fails to acknowledge how the ludic premise diminishes the narrative premise or more specifically, how gameplay convention and expectation (mission markers, side missions and 'shifting') generally gets in the way of the games narrative coherence and believability.
Why does Tanner need to complete 'side missions' to unlock Jericho missions if the world is his oyster? Its nothing but a contrivance that panders to gaming convention in the hope of appeasing the majoritised market of subliminal ludologists; or those who believe that games must be games first and storys later (as reciprocated by this review: a shaper and filter for the culture of games i might add).
Of course, its harsh to overly criticise games for not pushing the boundaries of the medium but journalism should be there, as Clint Hocking noted, to point out the elephants in the room.
Definitively, this review was overly biased towards the ludolgy side of the spectrum which failed to highlight the games lack of authenticity, narrative believability and thematic maturity, or rather how the actual gameplay dimished such aspects...
It's a narratologist! Burn the heretic!
But I do agree that the game design, which there is nothing wrong with per se, conflicts a bit with the story, which is very silly. I really enjoyed the demo but I think a big part of that is the 60 FPS graphics. Lovely.
Hah, I enjoy the recognition of the way narrative precedence is curtailed in the gaming community.
Either way, if we were drawing lines in the sand I’m more of a 'ludo-narratologist' to the extent that gameplay should never diminish narrative AND vice versa. The most innately successful and forward thinking games tend to meld the two ideologies seamlessly (Half-Life 2, Shadow).
I’m not a burnt out movie buff looking for a narrative fix, I'm a burnt out gamer sick and tired of games diminishing themselves for the sake of a few extra thousand K's on the financial report.
I don't know what sort of discussion of ludo-narrative dissonance you would have wanted, Ikiru, but I think it would have pretty quickly stopped being a review of Driver SF and started being a much larger thinkpiece. Which I'd welcome - are you game, Edge Bots?
As it is, the review does address the primacy of the mechanics over the narrative. You may object on some ideological level to the way Driver's story plays second fiddle, but if I'm reading it right, the review suggests that the story triumphs despite its marginalisation, and, in fact, deals with narrative vignettes with a wit and dramatic irony that is only possible *because* of the mechanical conceit. And, also as the review says, is that any different to Quantum Leap using the same sort of device to deliver episodic narratives?
Okay, so there may be an overtly contrived mission structure here, but until we get to a point where games are fluid, all-encompassing experiences, then structure and mechanical artifice are going to be necessary. Not every review should need to repeat this as it is obvious that games have not yet attained that imagined level of freedom where narrative and game merge seamlessly. Half-Life 2? Puh-lease. I love that game, and it's a narrative watermark for sure, but its linearity is just as dissonant as mission markers.
And, for god's sake, this is a car game. VROOM VROOM!
It's intersesting to see how seriously some people take videogames.
what do you subliminally mean? i cant help but think that you are not that interested in how seriously some people take games. I feel like you're saying that to be dissociative to seriousness
On the contrary, it's intersesting to see how frivolously some people take videogames. Like actually.
it's pleasing to see that people care so much about the intricacies of videogames. makes me feel less alone. i don't have the vocabulary that you have but i understand your discussion. its interesting. didn't mean to sound frivolous
Wow I can't believe the review just spoiled the twist in the game. The game confirms that your in a coma and the whole San fransisco is a dream world until about the final mission in the game and this review ruined it in the first paragraph.
get this working key generator form here :
http://gamecrackandkeygens.blogspot.com/2011/09/driver-san-francisco-activation-key.html