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 »  Home  »  Xbox  »  Driv3r
 »  Home  »  Xbox  »  Xbox Reviews  »  Driv3r
Driv3r
by Michael McNutt | Published  07/19/2005 | Xbox Xbox Reviews
This article has not yet been rated.
GameNutts Score Category Scores
5.6
Story Score:  7/10
Gameplay Score:  23/40
Multiplayer Score:  N/A
Graphics Score:  7/20
Sound Score:  8/10
Captivation Score:  5/10
Genre: Action/Adventure
# of Players: 1
Online Play: No
ESRB Rating: M - Mature
Released: 6/21/2004
 

Story

  • The main mode of the game is the story mode which is called “Undercover”.
  • Like in the previous games you still play the role of Tanner
    • This time, Tanner goes undercover to break up a new car thief ring in Miami.
  • The story unfolds through a series of missions, with some very good looking cut-scenes in-between.
  • The production values of the cut-scenes are very well done, with excellent cinematography and voice acting. Driv3r_01
  • While the cut-scenes are interesting to watch, the storyline is a little jumpy  when it comes to character development.
    • It seems like a new character or bad guy is introduced every other scene.
    • Some are insignificant and are dealt with right away while others hang around for the majority of the game.
    • You might not realize who the important characters are when you first meet them.
  • The story is full of the expected betrayals, double crossings, twists and turns but it wasn’t really integrated smoothly into the gameplay so it became hard to follow at times.
    • You can spend a half an hour trying to complete a chase scene and then forget why you were chasing them to begin with.
  • By the end of the game, the story will have taken you on a journey through three large cities:
    • Miami, USA
    • Niece, France
    • Istanbul, Turkey
  • Overall, besides the relative choppiness of the flow of the story, the story is one of the best parts of the game.

 

Gameplay

  • The gameplay boils down to a mission based system where missions can be further broken down into chase scenes and some run-and-gun ground missions.
  • Most of the driving missions require you to follow car ‘x’ without falling too far behind.
    • Most chases only end when you get to a scripted part of the map. At this point a small cinematic will play and either the mission will turn into on foot action or the mission will end.
    • The car chases require a fairly high level of driving skill.
      • Any mistake like hitting another car or making the wrong turn can cause failure.
      • One of the most frustrating parts about driving is hitting the light poles.
        • The cities have street signs and fencing that can be busted through, but the street poles will stop a car on a dime.
        • In retrospect, this is realistic, but it just doesn’t seem to match the rest of the game’s frantic pace and destruction.Driv3r_02
    • One positive aspect of the chase missions is that the computer AI usually takes a handful of different paths to each goal, so if you fail and restart, the chase is not always going to follow the same route.
      • However, fail often, and eventually you will know all the possible paths for a chase mission.
    • It was disappointing that most chase missions barely had any other driving concerns.
      • In previous games, a goal would be to wreck your opponent with your car.
        • In this game, your opponent’s car is like a brick.
          • They will plow through all traffic that gets in their way, but won’t even spin when you slam into their rear quarter panel.
        • Most of the time it’s best to stay at a safe distance behind the car until you make it to the end of the chase.
      • In the old games there was also a heavier focus on avoiding cops when going from point A to point B during missions to make some sort of pickup or drop.
        • There are cops in Driv3r but, they rarely become a factor to the point where you have to take alternate routes just to avoid them.
        • Occasionally a mission would call for a road block or two, but even those were pretty easy to deal with.
      • There are a couple of more unique driving missions.
        • In one you shoot following pursuers from the back of a van as the AI drives.
        • Another has you stealing cars and driving them onto a moving truck before the moving truck can get to it’s destination.
      • There were even a couple missions that included driving a boat or motorcycle.
    • All the cars that you could drive did have subtle handling differences.
      • Speed of the cars was one major factor.
      • Another was that the cars also seemed to have different levels of oversteer, meaning that some would spin out easier than others.
  • Some parts of missions will have you shooting your way out of trouble on foot.
    • The ground missions are in third player perspective ala Grand Theft Auto.
      • There were two ways to aim your weapons while on foot.Driv3r_03
        • In the option menu, you can turn on aim locking or leave it manual.
    • Controlling your character was annoying.
      • The right thumbstick is used to look around and change the camera angle.
      • The left thumbstick moves Tanner, but the camera won’t center behind Tanner, so you will often just be sidestepping.
      • At times it feels like sliding more than walking or running.
      • Tanner can jump, but he gives a whole new meaning to “White Men Can’t Jump.”
      • Tanner can also swim, but when it comes to scaling a two foot wall, he has no ability to climb.
    • Enemy AI during ground missions was not very good and can be broken into a few different types.
      • First is the enemy that stands in one place and just shoots at you.
      • Another enemy will do the same but will add ducking (usually behind cover) before standing to shoot.
      • A third enemy will run out from behind cover, shoot, run back to the cover and repeat.
      • The next kind of enemy will charge when you get near it.
      • Finally, one of the more sophisticated enemies shoots and then performs a jump-and-roll to try to avoid fire before standing up and repeating.
    • When you do get an enemy in your sights, you will hit him as long as the target icon turns red.
      • Unfortunately this means even if you can see him through the corner of a wall or something you will still be able to hit and be hit by him.
      • Likewise, even if you can see an enemy around a corner, and it looks like the target icon is lined up, if it’s not red, then you’ll just hit an invisible wall.
    • Some of the ground missions will provide you with ally AI support.
      • Unfortunately you’ll spend more time trying to save the AI allies than getting help from your AI friends.
        • This results in some frustrating gameplay.
        • Your “teammates” will often run ahead and just stand in the line of fire until they die, forcing you to have to restart.
    • In the end, the gameplay is hampered by the lackluster foot missions, which detract from what has always been a driving focused game.
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