Driv3r - Atari's Savior, Or Lara Croft-Style Travesty?
Thanks to Eurogamer for its hands-on preview of a near-complete build of Atari's PlayStation 2 title Driv3r, as the article notes: "Never before has an entire company's fate rested so heavily on the release of one product [financials reveal $20 million for 'production costs'... and 'marketing costs... double that amount'], but Reflection's long-overdue sequel is that kind of game, and Atari is doubtlessly slightly peeved that... it has had to watch from the sidelines while Rockstar, Sony and even Activision have cleaned up in mission-based driving stakes." Although the previewer rhapsodizes: "Anyone who loves pure driving will have a fantastic time in Driv3r", the out-of-car elements are another story: "The third-person control system feels sluggish [and] the combat/shooting is currently nowhere near the standard it needs to be", and the preview ends with the warning (though it's possible the gameplay "may well come together at the last minute"): "Releasing [the game] in an unpolished state would be a crime of Angel Of Darkness proportions."
Atari has apparently decided to cut back on video game titles by 20% and the number of PC games to only 20%. Driv3r isn't going to help this company as they go down, down, and further down, Interplay style. Not that I'm bitter.
Condemnant quod non intellegunt.
The Driver series has never been well-polished...both Driver and Driver 2 suffered from ugly graphics (even at the time), one hell of a difficulty curve and the worst pop-up ever seen.
They were somewhat enjoyable, and the huge, real cities were fun, but other than that I don't expect too much out of the third game either.
--Moo.
Infogrames is betting the farm on a type of game that has probably already peaked in popularity. They are being reactive here instead of proactive. They need to break new ground instead of trying to go with the flow. They also need to not put all of their eggs in one basket. I see this as an unwise move that might lead to Infogrames demise. Even if this game is popular, I don't see it making the kind of money they need to make in order to qualify it as a success.
Back in its heyday on the PSone I was a massive fan of both Driver and its sequal, the games seemed fresh, innovative, providing a real challenge with it's misson based diving (and the occasional time on-foot in the sequal) However this was during the murky distant times where the GTA series was confined to a mere 2-dimentions.
The gameplay sounds hauntingly similar; From the wide selection of vehicles to commandeer, the on foot aspect thrown in, the mission based gameplay (albeit with more arcade leanings), and even the HUD itself. All of these draw faint echos of Rockstars creation and its rapidly expanding list of somewhat accomplished clones.
Conisdering the protracted and near aborted development alongside this, I fear that not even the minor wave of nostalgia for the prequals could save this game from being another albatross around the already weighty neck of Atari.
At least it wasn't E.T.
Reflections was at one time a part of the old Psygnosis...DMA Design (now Rockstar) was also part of Psygnosis...
:)
When Reflections and DMA Design were both with Psygnosis, Psygnosis was heavy into the Amiga.
Core Design (later developed Tomb Raider at Eidos) was also once a big Amiga developer...
Wonder if Team 17 will rise again...they seem to be real big with the "Worms" thing...have been since the first one...A Halo-ish version of Alien Breed might be kewl...
it's bad luck to refer to... you know that game...
A psychopath can't tell the difference between right and wrong. A sociopath knows the difference - he just doesn't care.
I was bitching in the forums for a long while trying to figure out why they dropped the GameCube version. If they said profits, demographic or anything like that, I would have accepted it. You know what they said instead?
They have a couple ex-Rare employees working there, and when asked about the GameCube, they said that the RAM access times were too low to load city data as you go around the corner. So if the game did come out, the cars would have to go at lower speeds to have more time to load the data.
I'm sorry, but the ram on the GameCube is not an issue. Loading has been a primary concern from the 1st step. I have no clue who this ex-Rare guy is, but it's obvious he has no business working on the GameCube if he can't get the streaming data to work properly.
May I remind you they are still making the PS2 version.
I won't defend it's sequel, but Driver 1 was one of the most well polished games I have ever had the joy of playing. Difficulty curve? High, to be sure. The number of times I had to redo the *ahem* certification exam in the parking garage cannot be counted. But you're complaining about pop-up? This was a PS1 game. Pop up was a fact of life. Play Grand tourismo 1 again, and you'll remember. Driver 1 had surface reflections, huge maps, tight handles, excellent sound, and really nothing to complain about except the weird motel room UI.
The Huge real cities were unheard of at that time. The SF map let you drive through about 70% of the entire city. Again, that size of a map was unheard of at the time.
Sorry, but that game is in my top 10 console game list (and the PC version was even better, pity it doesn't run on XP), and I feel the need to defend it.
"Inattention makes clowns of us all" -Bean
I had to write a review of Driver 2. Problem was I found it so hard I couldn't get off of the training level (this was the PC version). And I didn't find the PS version any easier.
Technically, the Gamecube has 48MB of RAM, but the problem is that 24MB of the ram consists of relatively fast 1T-SRAM with a bandwidth of 2.6GB/sec and another 16MB of standard DRAM that has a bandwidth of only 81MB/sec. Here's a some good info on it
In contrast, the PS2 has 32MB of ram that runs at 3.2GB/sec (more linkage).
So, yeah, if your trying to feed geometry to the GPU the slower ram may not cut it. What some developers do (for example, lucasarts when they made jedi starfighter) is use the slower ram as a ramdisk "swap drive", or just use it to hold sound. In essence, though, you've got 8 megs less than a ps2.
My guess is this: If theywanted to make Driv3r for the Gamecube you could definitely do it (and make it look damn good), but it wouldn't be as easy as doing a simple port from the PS2 version. While profits may not have been the stated reason, perhaps revenue from the gamecube version were not worth the added cost/headache of porting.
Dunno... It's all speculation on my part. But the slow RAM issue isn't bullshit, for what it's worth.
All that cash spent on marketing and they couldn't produce a website for people who don't use Flash? :/
"I'm a leaf on the wind. Watch how I soar."
-Hoban Washburn