
Eurogamer Expo 2009 Hands-on: Split/Second
Split/Second holds one of the greatest concepts of reality television around, it’s a wonder why the idea hasn’t been thought of sooner by real TV network execs and commissioned to millions of eager spectators. In Split/Second, players take part in a fictional reality television program where they race for money, using all means possible to guarantee pole position. The hook is also the main weapon in the game – the environment; every single explosive part of it, including the planes in the sky and the towering buildings that litter the tracks. It’s a wonder the producers can afford such anarchy.

It’s the kind of concept that gets the same reaction from everyone who hears about it – one of intrigue and excitement, and an ache to play it to see if developers Black Rock (part of the same studio that developed the impressive Pure) have delivered the goods. On a scale of good to bad, Split/Second can only be fantastic or disappointing. Thankfully it’s the former opinion that reigns supreme here.
Generating a decent amount of interest throughout the day, a one track demo was available for attendees at this year’s Eurogamer Expo, and it gave just enough to get excited and want to see a lot more in the coming months before its release in early 2010. With a rolling start and a lot of burning rubber, the race begins. First impressions of the visuals are brilliant; with the many muscle cars all possessing an immense amount of polish, as if straight out of a million pound car wash. The sun shines bright in the distance and the general colour scheme is warm and relaxed.

Right from the off the cars in front are battling away and there’s a real sense of speed as with any arcade racer. There’s a good indication that the AI vehicles are not just on a strict line as they actually battle with the other cars and realistically crash about the place. Driving feels slick with a good turning circle and authentic contact physics.
The in-game interface initially perplexes, until you realise that it is actually the game’s HUD. Instead of dotted around the screen, all the required information is shown under the car’s rear bumper, including race position and lap count – with the speedometer cleverly omitted as its presence is essentially not needed for this kind of game. Much like Dead Space’s utterly fantastic HUD, you really feel this information is a part of the game world.
The central concept truly works wonders, and makes the game stand on its own two legs a couple of miles above the competition. As you race stylishly you fill up your ‘powerplay meter’, which is also shown beneath the car. Precision driving, drifts and jumps help to fill the meter and once filled you are given the opportunity to trigger an event to try and make the opposition crash. In a sort of quick time event, a button sign will flash and when pressed something will happen on the track. This could be anything from a tower exploding and falling onto the track to a bus entering the course only to detonate in front of your enemies. The possibilities and choices are endless, and it never gets old seeing this entire spectacle happen before your eyes. Opposing cars also have this ability so it’s your duty to try and dodge all the crazy happenings they throw at you.

What makes all these events such a pivotal part of the experience, however, is that it effects the following laps, as by blowing up roads and desecrating tunnels, the track dynamically changes giving you a completely new route to enjoy and tamper with. Some problems with track debris and lack of a reset button meant a few creases will need to be ironed out before release, but generally the track destruction was a complete success.
One of the most impressive things about Split/Second, however, is just how complete everything looked and played, even months before release. When entire buildings are exploding and crumbling down around you, the speed never let up and frame rate is always at a high. If this extreme sense of quality translates to the full game then gamers are in for a real treat. Buckle. Your. Seatbelt.
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31st October 2009
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