Driver San Francisco: arcade driving with a genuinely interesting idea make for a memorable racing game

On my quest to play old games that I missed back when they were new releases, I actually stumbled on Driver San Francisco by chance. I was never a big fan of non-karting racing games in general, although I did enjoy some arcade racers in the past, and I never played a Driver game properly either. I vaguely remember trying Parallel Lines 20 years ago or so, but I'm aware that the series took different directions with 3 and PL so overall that wasn't what got me convinced to get a physical copy for my old PS3 of San Francisco when I found it in a local shop: rather, it was a youtube video I watched a few years ago that gave a brief look into the main mechanic that makes this game unique.

Well... my expectations were exceeded :O

San Francisco is, in practice, an open-world racing game comparable to Burnout Paradise and the late PS2/early PS3 Need for Speed games: you have access to an open-world where you can freely drive around, and events are spread across the map which make you beat challenges of varying nature. The main story missions unlock as you go through them, and progressing unlocks the side events (races, chases, time trials, and so on and so forth) and the "hazards" (smaller challenges that usually ask you to perform a stunt of some sort within a time limit while driving in the open-world).

The thing that makes this game unique is the "shift" mechanic. Without going into detail at the narrative "reason" that makes this possible in universe (it's not that important IMHO), the game lets you go into a "fly-through" mode with the press of a button, abandoning your current car. You have the option of moving all over the map (at varying zoom levels, which are also unlocked by story progression), pick any vehicle you find on the road and take immediate control of it. You can always do this in the open-world and during all missions except for the few ones that limit it by design.

This unlocks a wide variety of approaches to beat story and secondary challenges that are not possible in other racing games. For example, if the game requires you to chase and destroy a car, instead of chasing and ramming it, you may decide to shift to a random car coming from the opposite direction and crash into the target for maximum damage. If there are a lot of cars that you are chasing at the same time, you can also choose for example to shift into a large vehicle (e.g. a bus), drive into the wall and block the way in a narrow street, causing everyone to crash into it. The game is filled with situations where shifting is either required or useful, and while there aren't a lot of strategies, the game has a wide variety of event types that always give you a new situation where you can apply said strategies.

This is also enhanced by the (in my opinion) wacky atmosphere. The story is definitely over-the-top and while it isn't exactly a writing masterpiece it never takes itself very seriously which helps in making the journey at least good as an excuse for the gameplay. There is one aspect I found very funny at times: the protagonist, when he shifts into another vehicle, takes control of the driver and any passenger that may be present will still act as if the original driver is there, resulting in some funny dialogue exchanges every now and then.

Even the base driving model is fun, as far as my very limited experience with arcade racing games goes at least, and the game sports more than 100 (mostly) licensed cars that often control completely different from each other: so you feel incentivized to keep trying new cars, beat secondary events to obtain the in-game currency needed to access new cars, and stick to them to learn how each car type behaves. For some secondary events choosing the right car for that specific challenge will help as well (e.g rally cars for events mostly taking place on dirt tracks).

Now, Driver San Francisco isn't perfect. For one, while the premise is great, the game does suffer from some repetition that gets worse the more you play (there are a lot of things to do, but a lot of things are variations of pre-existing events; main story missions are better but there aren't many of them either). I loved the game a lot, as you may tell from this mostly gushing post, yet after some time I still decided to stop doing side events and focus on the main story to complete it. So, in practice, the good parts of this game don't make it stay fresh forever, and based on how much you'll like the gameplay I imagine it may not even last as long as it did for me.

The execution overall isn't perfect, but considering the end result I'm still very happy that a game like this got to be made. It's even made me to consider playing the earlier Driver games despite none of them being like San Francisco, which is quite the result! (spoiler bonus: >!a certain secret mission in San Francisco may have helped with that :D!<)

It's too bad that San Francisco suffered from the same issue that many other driving games (arcade, sims and all of the in-between) from the past suffered from: licensing issues causing them to be delisted. It really doesn't deserve to be forgotten, especially for a game with such an interesting idea that could've been iterated over by sequels or just other racing games!

...or maybe there were similar games, especially on the indie front, that I missed. In that case, consider this post also a request for recs :)

TL;DR: Driver San Francisco is a unique open-world arcade racing game that introduces a mechanic that lets you "shift" into any car in the world, making for incredibly fun gameplay challenges. The game doesn't stay fresh through a 100% completion but in my opinion still holds your attention throughout the main story and some of the side content, making for a memorable experience even within its own genre. I would recommend trying it without hesitation... if only it was easy to get on modern stores!

reddit.com
u/piat17 — 6 days ago
▲ 11 r/Spyro

Did the post-release update in 2019 add new NPC animations to Spyro 3 in the Reignited Trilogy compared to the original 2018 version?

Context: in the last couple of months I've been replaying the Reignited Trilogy on PC (Steam Deck). It's my second run of the remakes: I originally played Reignited on my PS4 at the original D1 release, so I played the original version that was 65+ GB in size and lacked the subtitle options as well as the bugfixes.

The PC version is based on the updated version, obviously, and I've appreciated some of the fixes and changes addressing some of the issues that annoyed me a little bit eight years ago (man how time flies).

Now, I'm close to the end of Spyro 3 (Midnight Mountain) and there's something that left me a little bit pleasantly confused. I want to know if it's a false memory of sorts/just me being dummy, or if it's indeed something that was added after I played the remakes in 2018.

Basically, I noticed that, in Spyro 3 some of the dialogue scenes you watch when you approach NPCs comes with dialogue-specific animations, and the character will often be animated accordingly to the content of their dialogue as well, making them different from the generic loop animation that is always used (for example) in Spyro 2 and the rest of Spyro 3.
This is especially notable for Bianca (all of her dialogue has dedicated animations) as well as Moneybags and Zoe (the majority of their dialogue has dedicated animations). I believe there are a few examples for other NPCs as well, but most of them use a generic loop animation just like the NPCs in Spyro 2.0

From my run of the original version of the remakes in 2018, I only remember Zoe having a few specific animations during the tutorial dialogue cutscenes, everyone else just had a generic animation loop. So... any of you remember if there were actually any changes on this post-release, or if I'm just making a big deal out of something that was always there?

reddit.com
u/piat17 — 10 days ago
▲ 268 r/Rayman

Official details about Rayman Origins Enhanced Edition (from the Steam Community Hub of Legends Retold)

We’re baaaaack!

The Glade of Dreams calls in  Rayman Origins: Enhanced Edition!

Ubisoft Da Nang have brought Rayman and his friends back, they’re facing trouble once again! Their nightmarish neighbors from the Land of the Livid Dead are taking up arms. Rayman never shies away from a challenge; he gets right back at them, saving Nymphs and learning new powers in the process.

Initially released in November 2011, Rayman Origins was an important installment of the franchise. Relive the adventure in an improved way…or, an enhanced way, if you will!

Rayman Origins: Enhanced Edition brings important quality of life improvements, improved resolution, new collectibles to uncover and haptic feedback for compatible devices. Platform exclusive standees are also becoming available on all platforms.

Features:

Improved visuals

  • 4K textures – original textures have been improved to offer a definition aligned with modern expectations.

New Collectibles:

  • Relics – Originally available in the PS Vita version, relics are the hardest to find collectibles hidden across every level.
  • Mosaic Gallery – Also returning from the PS Vita version, relics can be used to unlock origin videos for Rayman and Globox in the Mosaic Gallery.
  • Additional Skins – 18 new skins will be added to the game, bringing the total skins available to 34.
  • New Standees – The original game only had 1 standee; we’ve added 50 more for you to enjoy! There will be a different standee for every level you complete, and they also go over the lore, characters, memorable events and funny interactions from Rayman’s adventures!
  • Updated Achievements List – a total of 39 achievements across all platforms, with 10 new Ubisoft Connect achievements.

Quality of Life:

  • Skip Cutscenes and Speed Up Level-ending
  • Toggle Running – switch the run button to a toggle!
  • Controls Remapping – now all players can remap their controls via the Controls Menu!
  • Vibration and Haptics – vary depending on the character you play!

Accessibility:

  • Murphy’s Assist – Murphy is now available at the start of previously-completed levels. You can choose to let him accompany you and he’ll point out any remaining hidden treasures and collectibles with a sound cue to help you out!
  • Gold and Diamond Hearts – Replace the Red Heart with a Gold or Diamond one, which protect you from 2 and infinite hits, respectively.
  • Fairy Blessing – Feeling stuck? Can’t get past a tricky area? Activate the Fairy Blessing in Options to become nearly invincible, gain free flight and damage enemies as you move through them.

Expanded Snoring Tree:

  • Concept Gallery – Unlock 70+ concepts from Rayman Origins by collecting Lum Medals! Concepts are viewable in a playable gallery level.
  • Standee Viewer – With now 51 Standees to take pictures in, there is now a dedicated area for you to browse all the ones you’ve unlocked and take pictures with them.

 

Availability

Rayman Origins: Enhanced Edition will automatically be added to your library from October 1st upon purchase of Rayman Legends Retold 

We’re excited to pay homage to even more of the history of Rayman. We hope you enjoy taking Rayman and his pals back on this quest through the Glade of Dreams.

 

The Rayman Team ✌️

steamcommunity.com
u/piat17 — 3 months ago
▲ 21 r/gog

I realize this is a fever dream, but how likely it is that GOG will add support to the new Steam Controller to their Preservation Program games with controller support?

I'm aware that there isn't a lot to hope for here considering I'm talking about a piece of hardware created by the major GOG competitor, but I've been wondering about this since it is technically a third party controller like many others and GOG is already supporting a lot of third party controllers natively.

I'm not talking about custom support or more advanced functionalities like trackpads or gyro, of course, but just matching the standard controller behavior for all the other many third party controllers that they already introduced to games such as the classic Capcom games (RE, DC, BoF), something that the new Steam Controller can do (unlike the original one).

What do you think, fever dream, or they might do it (if not as patches, then for future game releases that introduce controller support similarly to their previous Preservation Program games)?

Also yes, I know I can just run GOG games through Steam (which I already did in the past to make my Dualshock 4 work), but it would be a welcome feature to have native support without needing to have Steam as the middle-man, you know?

reddit.com
u/piat17 — 3 months ago