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The
Gameplay experience has changed much since the original iteration of this game
– gone is the focus on driving, now replaced by a focus on a clumsy, action
based FPS environment. That’s right, a title that was initially exclusively
about driving has now become more based around moving in when need be, taking
your shots at those you’re assigned to take down. Unfortunately, the controls
for Driv3r are horrifically clunky, and barely suitable for a console. While
the business of aiming is difficult in itself (even with the utilization of
automatic aim and a mouse), the mechanics of driving and movement are even worse.
Nearly all of the games have the worst habit of spinning out if you try to make
them turn, yet not a fast sort of spin where you’d lose traction –
the slow kind where all hopes of maintaining any speed have been dashed. Worse
off is how slow and stupidly Tanner moves. Seeing as how he is incapable of
climbing over anything and can manage a measly three inches of height when jumping,
it makes it incredibly difficult to get into and out of boats, not to mention
jump over obstacles when instructed to. Aside from the jump, run, gun and drive,
there’s really nothing else to Driv3r.
While there
are a few driving mini-games present within the title, there’s essentially
nothing else to do, as you can’t even stop back in your hotel room between
missions and take a drive around like you used to be able to, which leaves a
certain bitter uncertainty when wondering if a mission was completed, or even
if the game was saved. Perhaps the lone grace to Driv3r’s Gameplay is
the cunning and intelligent AI – take for example how they reacted in
one of the first missions – after I failed it a number of times, I chose
to blockade the entrance which the car came through. Sensing the blockade, the
fugitive quickly backed out of the lot rather than barreling through, forcing
me into yet another unsuccessful chase. Frustrated, I sought to try again, blockading
his new escape path, as well as the initial one, prompting him to take a third.
Impressive, but frustrating as hell. Moving from the basic and bland Gameplay
mechanics, let’s begin to look at the feeble attempts you can make to
try and control Tanner’s world.
First and foremost,
movement is still controlled by the basic WASD keys, but beyond that, the layout
of keys is left largely unexplained, forcing you to quit the game just to check
what a certain key will do, often finding it to be un-assigned. To top this
off, there are two separate buttons for entering and exiting cars (e and enter
for us respectively), along with being able to switch weapons only in one order
via the use of the Q key, and holstering or drawing said weapon with tab. It
would have been nice for them to allow us to select weapons via the numeric
keys, or better yet the scroll wheel, just like everybody else does. On top
of these issues, we have the previously mentioned issue of vehicle control mechanics
– or to put it most simply the lack of ability to actually drive the bloody
things. As was said before, the vehicles are heinously difficult to control,
often skidding to a near stop when a turn is taken too tightly by minor degrees.
On top of this, while there are apparently over 70 separate vehicles, each with
differing handling characteristics, why must they all perform so poorly, topping
out at speeds that make the people on the sidewalk look like a bizarre human
iteration of the road runner. Simply put, the frustration of trying to get Tanner
to do what you want, and the slow, sluggish vehicles simply drain all of the
fun that this game could have from it.
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