PAX 2010: Split Second Hands-On
By:
Andre Segers
|
March 26, 2010, 4:52 pm

Split Second is awesome. We know, it's not often that a preview begins with those words, but Split Second sinks its teeth into you the moment the race begins and doesn't let go until you cross the finish line...that is, until you find yourself frantically clicking "retry" at the race end to try again.

Split Second, at first glance, looks very similar to Burnout, both aesthetically and from a gameplay perspective. And like Burnout, driving dangerous is strongly encouraged, if not required--that is, drifting, jumping, and drafting each contributes points to your "Power Play" meter. Once you fill your meter a certain amount, you'll be able to unleash a Power Play (you can earn up to three at a time). Fill it up all the way, and you'll gain access to a more powerful version. And this is what separates Split Second from other racers.

Power Plays are essentially context sensitive power-ups. As long as you've earned one Power Play by filling your meter, you'll spot icons that periodically appear above the cars of your opponents as they race around the city. These icons indicate they're about to pass by something dangerous--usually extremely dangerous. Then with a simple tap of the "A" button, you can attempt to reign doom and destruction upon them. Some of the more notable events include a dump truck that unloaded a shipment of explosives all over the track, an out-of-control crane whipping a shipping container around taking out anything and everything in its path, and even a helicopter that unleashed explosive death from above. And that's just a small sample--there were at least a dozen unique opportunities in the one track on display.

Now Power Plays aren't insurmountable, so merely activating one the moment the option becomes available isn't usually the best way to play. Instead, you'll want to unleash these at the proper time--such as a bridge that collapses as an opponent passes by underneath--in order to minimize the amount of time your opponent has to evade the attack. And I must say, as one who had to dodge my fair share of Power Plays, it's almost more exciting narrowly dodging a fiery fate than it was forcing my opponents to do the same (and that's saying something!).

Perhaps the one thing that stands out most, but easily overlooked, is just how easy it is to get into the game. There are basically four controls: Gas, brake/drift, then two for Power Plays. Unlike the upcoming Blur, the controls were amazingly responsive and drifting was an absolute breeze. The complete lack of learning curve allows you to jump right into the action, which is precisely what you want in an arcade-style racer.

Visually, the game's pretty stunning, if not entirely distinct from other racers--again, it looks very similar to Burnout. With that said, the presentation is fantastic, and the frame-rate appeared rock-solid, except during one particularly nasty explosion that wiped out at least three opponents, and likely half the city. Although it's often difficult to hear the game out on the show floor, the sound effects definitely stood out--even now, I'm reminded of the fantastic screeching down as I drifted around the city.

If it's any indicator of how much I enjoyed my time with the game, the only real complaint I can lob at the demo is that only one track and three cars on display, but that didn't stop me from playing it four times (and I'm sure soon to be more). Unfortuantely, the developer wasn't ready to discuss specifics, such as how many levels and cars there would be in the final product. Luckily, we don't have long to wait, as the game's set for release on May 18th.

Second Impressions: Schuyler Lystad
I had the fortune of talking to a developer displaying Split Second, a new racer that he says was trying to be more than just your regular racer with missiles and shields and other items you can launch from your car. Instead, he explained, Black Rock wanted to make it as much of an action game as possible, using the environment as your weapon.
 
Think Michael Bay Kart.

He explained that the game was nearly finished, and despite his relaxed demeanor, it was really an intense time at the studio. The race was beginning and the screen shook with the vibrations of my car's engine as I was introduced to my vehicle.

“That's a super-car, obviously,” he said as I began, “but we have trucks which have a lot more weight.” The use of this was apparent as cars began pushing each other around trying to make it through the small safe section of a bridge that had just crashed in flames. I was the only one to make it. They also have a couple other types with different strategies.

“How many cars are in the game?” I asked.

He declined to give a specific number, as well as one for tracks. “We want to leave some surprises for the player when it's released,” he said.

“Do they all take place in this city?”

“We have a bunch of different environments. This is one of our downtown ones, obviously. But we change more than just the backdrop, and you'll see a lot of additional places.”

I hit A and a helicopter plowed a dumptruck into a bridge we were racing under, destroying it around us. The screen flashed that I had wrecked two of my opponents. That was one of the higher tier “Power Plays” you can activate. There are lower tier ones, for example a garbage truck backing up halfway into the course and dumping garbage across the remaining track, which would get caught in the car's grill.

“And each track has two or three different ways through it. That tower,” he pointed to the screen, and there was a structure reminiscent of the CN Tower and the Space Needle, “you can actually knock down and it will fall towards you and that will open up a rooftop course which will take you all around.”

The tower was so large and so far away that I had assumed there was no interacting with it any more than the buildings not directly connected to the track. A building then exploded next to me like the opening scene of Children of Men, and debris rained onto my opponents.

“We have some tracks that have a lot more things to explode and ways to wreck the other cars. This has enough for some, but it doesn't have the most.”

Split Second will have 8 players online and 2 player split screen. Stay tuned for more.
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Background Check: Andre
I love racing games. Anything from the realistic likes of Forza to arcade racers like Burnout. There's just something about not obeying any speed limit that's so appealing and fun, I just can't turn it down. When I'm put in front of the racing games that use weapons (Mario Kart, Wipeout, etc.), I'm usually enamored with the extra ability of added destruction. Considering how much I enjoyed the last entry of Split/Second developer Black Rock Studios, I was definitely curious. When I found out that there's an emphasis on damaging your opponents, I was instantly hooked.

Forza Motorsport 3 - Loved It.
Burnout Paradise - Loved It.
Pure - Loved It.
WipEout Pure - Loved It.
Mario Kart DS - Loved It.