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Split/Second Hands-On Preview
Vrooooom.
Date: Tuesday, March 30, 2010
Author: Danielle Riendeau

  • Game: Split/Second
  • Platform: Xbox 360, PS3, PC
  • Publisher: Disney Interactive
  • Developer: Block Rock Studios
  • Genre: Racing Destruction
  • Release Date: May 18th 2010


  • Why You Should Care: full out destruction, great graphics, unique racer


  • Why You Should Worry: Might be too ambitious for its own good

  • Preview by: Danielle Riendeau

    Amidst the din of the PAX East main show floor, I was able to get my hands on a demo of Split/Second, Disney’s new “hardcore” action-racing title. For those of you who haven’t been exposed to the hype so far, here’s the deal - you play as a “reality TV” participant, driving gorgeous, souped-up cars around huge, semi-destructible tracks, wreaking havoc on your opponents and avoiding said havoc for yourself. Think of it as Burnout meets Mario Kart – it’s pretty and “realistic” looking, but there’s a whole lot of mischief and attacking going on.

    I grabbed the controller and immediately began racing around the only available track – a sunny metropolis with more than a few environmental hazards. The racing felt fast and precise, demanding a light touch on the stick, while drifting controls much like it does in nearly every on-road racer this side of the Dreamcast.

    The big departure here is in the “power play” attacks. You have a power bar (it sits just below your car on-screen) that fills when you draft opponents, drift, or complete jumps. Filling that bar allows you to unleash the wrath of environmental damage on nearby opponents. Hit the A button (I played on the 360) and a massive explosion will wipe out your foes (along with a piece of the environment, of course). It’s a lot like the experience of taking out a buddy with a perfectly-timed red shell – only this time, it comes with an enormously satisfying explosion.

    Crashing (something I did quite often) doesn’t necessarily ruin your chances of winning – much like Mario Kart, there’s just so much attacking going on that the playing field feels relatively level. You’re taken out for a brief moment and inserted back into the race with nary a scratch on your beautiful ride. Clearly, the folks at developer Black Box Studios aren’t going for simulation here.

    I was told that the build on display was about three weeks old – and that the team has about three more weeks to go until submitting the final code. As such, the game looked good, but could definitely use a bit of polish (some textures were a bit rough and the like), but it’s nothing that can’t be cleaned up in the final weeks. As for the sound, I can’t comment – the show floor was just too loud for me to hear anything coming from the game. Given the slick presentation, however, I’d be shocked if the game didn’t sound fantastic.

    More info on what's new in the game and in retail packages available for pre-order right now.
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