Hands-on: Split/Second
If you asked us to sum up Split/Second in one simple sentence it would be: Split/Second is like Burnout, except the world around you is the thing that gets smashed into bits.
Going into the racing-heavy E3, with showings of Forza Motorsport 3, Need for Speed: Shift and Blur (to name a few), we didn't know what to expect from Black Rock Studio (the team behind 2008's Pure). In the end we walked away with more anticipation we've had for a racing game since Burnout Paradise was first revealed. Forgetting some of the hang-ups we had with the demo, Split/Second is one of the most intense racing experiences we've had in ages.
Going into the racing-heavy E3, with showings of Forza Motorsport 3, Need for Speed: Shift and Blur (to name a few), we didn't know what to expect from Black Rock Studio (the team behind 2008's Pure). In the end we walked away with more anticipation we've had for a racing game since Burnout Paradise was first revealed. Forgetting some of the hang-ups we had with the demo, Split/Second is one of the most intense racing experiences we've had in ages.
Gallery: Split/Second
Grabbing a seat, Xbox 360 controller in hand at Disney's booth during E3 2009, the Split/Second demo featured one track -- the airport shown off in the E3 trailer for the game. In the beginning of the race, players jockey for position on your standard track, circling the airport perimeter -- then, things change drastically.
Skillful driving builds an action meter (projected behind your car), increasing your meter for drifting, drafting and passing. The action meter is split into three sections, and using a portion of the meter will allow players to activate smaller events within the world. When an icon flashes above an adversary's car, players can send random chaos towards the target car -- limited by what events are available on that part of the track. For example, a long stretch of road behind the airport houses a row of parked buses. Using part of your action meter will send buses hurling into the road, taking out of the opposition if timed correctly (and yourself, if timed poorly).
Filling the action meter allows players to trigger large environment-altering effects. Triggering the airport control tower sends the structure plummeting to the ground below, cutting off a stretch of road for the remainder of the race and forcing players to drive through a airport landing strip (where planes will land during the race). Players can also destroy a road leading past the terminal, forcing cars to again change their course and drive through the terminal itself -- thankfully it's deserted of would-be travelers.
The action is fast, intense and ... simply put, extremely rad. Behind closed doors we were shown a boatyard level, which allowed for the same level of environment-altering chaos; however, some of the major environment events in the boatyard level had multiple levels to them. In the beginning of a race, a large boat is suspended in midair and players simply race under it. Triggering the boat with a full action meter sends the vessel crashing, closing off the narrow passage below, but allowing players to drive through it. Another event destroys the mid-section of the boat, forcing players to a higher level of the ship.
While the world crashing moments are extremely rewarding, the game has poor car crash animations. In comparison to the world's triggered events, vehicle collisions aren't nearly as impressive as we'd like them to be.
Although Split/Second isn't scheduled to hit stores until Q1 2010, it should be noted that the game did suffer from inconsistent frame rate, mostly dropping during intense triggered events. According to a Disney representative, Black Rock is confident the game will run smoothly when it ships.
While most racing games live and die by the amount of included vehicles, Split/Second is a game where the environments are the key element to the game's success. Too few tracks and the experience will get boring over time. Split/Second allows players to change the world around them, essentially creating a new track on the fly -- but if the game ships with a limited number of tracks, it may not matter how intense the action is in the end.
It's very difficult to take a genre that is used to so many basic conventions and turn it on its ear. Hiccups and gripes aside, Split/Second is one of the best racing experiences we've had in a long time and we can't wait for more.
The action is fast, intense and ... simply put, extremely rad. |
Filling the action meter allows players to trigger large environment-altering effects. Triggering the airport control tower sends the structure plummeting to the ground below, cutting off a stretch of road for the remainder of the race and forcing players to drive through a airport landing strip (where planes will land during the race). Players can also destroy a road leading past the terminal, forcing cars to again change their course and drive through the terminal itself -- thankfully it's deserted of would-be travelers.
The action is fast, intense and ... simply put, extremely rad. Behind closed doors we were shown a boatyard level, which allowed for the same level of environment-altering chaos; however, some of the major environment events in the boatyard level had multiple levels to them. In the beginning of a race, a large boat is suspended in midair and players simply race under it. Triggering the boat with a full action meter sends the vessel crashing, closing off the narrow passage below, but allowing players to drive through it. Another event destroys the mid-section of the boat, forcing players to a higher level of the ship.
While the world crashing moments are extremely rewarding, the game has poor car crash animations. In comparison to the world's triggered events, vehicle collisions aren't nearly as impressive as we'd like them to be.
Although Split/Second isn't scheduled to hit stores until Q1 2010, it should be noted that the game did suffer from inconsistent frame rate, mostly dropping during intense triggered events. According to a Disney representative, Black Rock is confident the game will run smoothly when it ships.
While most racing games live and die by the amount of included vehicles, Split/Second is a game where the environments are the key element to the game's success. Too few tracks and the experience will get boring over time. Split/Second allows players to change the world around them, essentially creating a new track on the fly -- but if the game ships with a limited number of tracks, it may not matter how intense the action is in the end.
It's very difficult to take a genre that is used to so many basic conventions and turn it on its ear. Hiccups and gripes aside, Split/Second is one of the best racing experiences we've had in a long time and we can't wait for more.
















Reader Comments (Page 1 of 1)
Chad Vanderbilt (Moptimus in Disguise) @ Jun 10th 2009 7:40PM
Its sounds like Burnout on crack
abbas350 @ Jun 11th 2009 4:41PM
Real Cars or GTFO.
Deone @ Jun 10th 2009 10:11PM
When the plane landed on the track at the end of the video...wow.
bluesky_v2.01 @ Jun 10th 2009 8:15PM
Indeed.
When I saw that, I instantly went from "meh . . . burnout knock-off" to "OMFG WANT!!1!one!"
B3astofthe3ast @ Jun 10th 2009 7:48PM
I can't believe I want a disney game..O__o
Heavytoka @ Jun 10th 2009 7:58PM
I know right lol
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 8:21PM
Aladin was preety awesome.
Storm Eagle @ Jun 11th 2009 9:29AM
Disney is definitely on the right (forgive the pun) track with their latest releases. Pure was pretty awesome and Split Second looks like it's just going to be insane. If I'm understanding the trailer correctly, it sounds like the race participants will actually have control over how the environment is destroyed throughout the race? That's so sick.
Oh, and Aladdin on the SNES? GREAT GAME.
The Lion King wasn't too bad either.
TRON.dll @ Jun 11th 2009 2:40PM
TRON 2.0 was pretty good, too..
On PC at least, Xbox version could've been better, but they decided to completely screw that one over with more bugs than you'd find in a baitshop.
DP @ Jun 11th 2009 11:12PM
Apparently B3astofthe3ast you aren't familiar with Kingdom Hearts.
MariusElijah (Only on PlayStation 3) @ Jun 10th 2009 7:58PM
Do want
D_Average @ Jun 10th 2009 8:09PM
Already I feel confident about picking this up day one. They delivered one of the best mx racers in ages with Pure and even came back 9 months later to add trophies.
Bubbameister33 @ Jun 10th 2009 9:59PM
You like what I like.
Max Headroom @ Jun 10th 2009 8:17PM
This game looks amazing! I was blown away when I saw the demo during the E3 footage, and I'm so glad this hands-on article reinforces those feelings.
I don't think damage modeling for cars is that big of a deal in a game like this. It obviously isn't trying to be a realistic experience. With so much going on, I figure cars will be crashing hard many times during a race. It would be kind of silly to see every single person rolling over the finished line in a totalled wreck. On the other hand, "Midnight Club: LA" had some decent damage effects and there were quite a few major crashes in that game. You could still win even with a few major wipeouts. I hope this one plays similarly. I do NOT want a realistic driving sim in Split/Second.
WiredKnight @ Jun 11th 2009 2:35PM
I think it's just the opposite. If I see a car get crushed by a radar tower falling on it, I want to see that. It's going to be really unsatisfying to see cars knocked off the track by these hazards but visually unaffected by them.
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 8:23PM
If I can send a meteor to destroy an opponent's car I'll check it out.
ocswing @ Jun 10th 2009 9:27PM
I've been wondering when I'd see some coverage for this. I got to work at the Disney booth this year demoing games for people, and I was really excited to play this for all of E3.
One thing is that every track has layers of the major events. The plane is considered a major event triggered only after you open the runway. Once you've opened the terminal there is actually another branch of that you can open as well.
This game is really going to depend on the number of tracks and modifications to those, but with the amount shown so far on the plane level every time you race a circuit will probably end up differently. And being still a ways out I'm hopeful that there will be a lot added to it.
RagingStormX @ Jun 10th 2009 9:29PM
Blur...if you want to be the best arcade racer......start taking notes buddy. This game looks all kinds of awesome!!
Ian @ Jun 10th 2009 10:32PM
so is there only going to be one big action per level? or will there be multiple areas where you would need a full action meter? plus how would they be activated, if you had a full meter and set it off on the other side of the track would it activate the only area that needs it?
Ian @ Jun 10th 2009 10:32PM
o and the video isnt working
OddyOh @ Jun 10th 2009 10:33PM
Looks sweet...iron out that frame rate (60fps on PS3 please!), add custom soundtrack, and we're good to go! Q1 2010 though...announcing it pretty early?
SovereignSky @ Jun 10th 2009 11:50PM
I'm really considering buying this game.
Hope there are a lot of different tracks!
mountpanic @ Jun 11th 2009 1:01AM
One does not circle a "parameter." One circles a "perimeter."
Deedubbadoo @ Jun 11th 2009 9:03AM
After seeing all those explosions, somewhere Michael Bay has a huge shit eating grin on his face.
uncle jesse @ Jun 11th 2009 10:16AM
Pure was so smooth and looked amazing. I'm pretty sure they can fix up the framerate and then some.
Alex @ Jun 11th 2009 10:49AM
Sounds good. But I still feel that once you get into it, a lot of the explosions will be set locations and times.
Ian @ Jun 11th 2009 9:03PM
user controlled explosions, and other actions
MetalBLACKFOX @ Jun 11th 2009 2:25PM
whoa if your on the lead can you drop an airplane on the peoples behind you!!??
drools