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REVIEW DRIVER 76 |
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PUBLISHER
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UBISOFT
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DEVELOPER
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SUMO DIGITAL
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GENRE
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DRIVING / ADVENTURE
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PLAYERS
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1-2
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PRICE
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£29.99
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RELEASE DATE
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OUT NOW
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All hope of Driver making a fresh start
and recapturing the spirit of its PSone
debut had pretty much vanished after just
an hour or two behind the wheel of this
solid, but ultimately
very repetitive and
dull, crime caper.
Oh well…
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SCORE
25/MAY/07 |
68% |
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When Ubisoft announced that
it was buying the rights to
the Driver series back in
September, fans of the very
first Driver title saw a brief glimmer of hope.
Atari had pretty much been running the
series into the ground since picking it up
from the ashes of its original publisher, GT
Interactive. Perhaps, in the hands of a new
publisher keen to make its mark on the
driving game genre, this could mark a fresh
start for the series, maybe even some kind
of miraculous rebirth.
It’s a shame then that Driver 76
picks up where Driver: Parallel Lines
left off – bumper deep in a flood of
mediocrity. To be fair, unlike Driv3r,
it’s not a total mess and, unlike
Parallel Lines, it’s not really, really annoying,
but it’s not very interesting or exciting
either. It’s just like, y’know, driving, like,
around a city.
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But hang on… didn’t the original Driver
involve nothing more than driving around
cities? And wasn’t that great? Yup, it
did and it was. In fact, it was a 94% Play
Classic, and playing Driver 76 has forced
us to ponder why. We’ve raided our
collective memory banks and concluded
that Driver’s brilliance came pretty much
down to just one thing – physics. Driver had
superb physics; so good that they’d easily
embarrass most of latest, and supposedly
‘high-tech’, generation of games. Not only
did its cars, with their springy Seventies
suspensions, feel as authentic as anyone
could have hoped, Driver could also boast
of debris physics that, at the time, were
unprecedented. Thanks to these physics,
simple (but tightly designed) point-to-point
missions became riotous, high speed stunt
courses. The car handling made the game
fun and unpredictable, and the debris made
it spectacular to look at. This game had a
detailed replay editing with good reason.
Now, fast-forward to 2007 (or 1976 if you
want to be funny) and compare with Driver
76. It just doesn’t compare. The vehicle
handling isn’t bad as such, but it feels far
too safe and forgiving to ever make you feel
like you’re driving by the seat of your pants.
Even when you’re driving a truck that’s
driving a car and your character points out
that it’s swinging all over the place, it feels
slightly awkward to drive at speed, rather
than wild and dangerous like it really ought
to. Whenever you crash and/or fail any
mission it’s because you lost concentration,
or you simply got unlucky, and never
because things got too crazy and you lost
it. Some gamers might prefer the more
forgiving, predictable feel, but we’d rather fail
in style than succeed in tedium.
And debris in Driver 76 is usually little
more than a fleeting visual effect. You don’t
get nearly enough bits and pieces flying
everywhere whenever there’s a collision, and
what little you do get tends to be little more
than a fleeting visual effect. Nothing seems
to have a tangible physical presence and this
leaves collisions feeling a little hollow; just
plain frustrating, rather than frustrating but
entertaining at the same time which, again,
is the way it really should be. Here, there’s
just far too much ‘oh’ and nowhere near
enough ‘WOAH!’
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Driver 76 thinks it can make things more
exciting by mixing things up a bit. Yes, you
can choose from a selection of missions,
including non-compulsory side-missions;
yes, you can get out of the car and steal
other cars; yes, you can shoot a gun on
foot or even at the wheel; yes, there’s stars
scattered around the city for you to collect;
but no, none of it really makes the game
any more exciting. Without a decent game
engine under the bonnet, every one of these
different features just feels like a slightly
different shade of beige. Of all of these, only
the shooting at the wheel is actually bad,
demanding that you use a finger-knotting,
PSP-dropping number of buttons all at
once, but frankly not being bad just isn’t
good enough.
So yeah, despite its pedigree of
producing decent driving games in the
shape of the new OutRun titles, Sumo Digital
has failed to kick-start Ubisoft’s driving
career with the roar we all dared to hope for.
Instead, it’s got off to an uninspiring sputter,
accompanied by a rather worrying rattle. It
could just be your exhaust’s coming loose,
mate, but if you ask us there’s a dead
horse being flogged in your fuel tank. It’s
still ticking over mind, but only just. It’s
frustrating to see the whole point of the
Driver series missed yet again, with lazy
bandwagons preferred over any real effort
to produce actual fun and excitement.
Perhaps we were naïve to expect anything
else, but the fact is that Driver was a great
game and there’s still not been anything
quite like it since. Like an old banger
that belches black fumes, breaks down
on a monthly basis, and can’t get up a
hill without a push, the Driver series is
really starting to piss us off. But we’re too
attached to want to see it slung on the
scrap heap just yet.
Gavin Mackenzie
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