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GC

North America

Driven

by Daniel Bloodworth - July 3, 2002, 9:33 am EDT

4

Bloodworth is driven insane by the monotony found in this mediocre racing game.

Well, although I was somewhat lenient on this game in my impressions, the more time I spent with this game, the more glaring flaws I began to notice.

The most frustrating and ridiculous thing I’ve discovered is that the cars run completely on rails – and very simple ones at that. It became very obvious when I began seeing the exact same wrecks in the exact same places on the track every time. It appears that the cars are all keep together in formation like a train. The lead car is always the lead car. All the other cars keep a predetermined distance away from him. Not only does it feel cheap and boring, but once you pull ahead, the lead car makes no effort to catch up with you.

However, you probably won’t have that problem without spending a considerable amount of time with the game. The controls are terribly unforgiving. You have to learn every turn like the back of your hand, braking and turning precisely. If you do it wrong, you’ll likely wind up running into the dirt or smashing into a wall while the CPU cars run along their train tracks and fly right by. The steering system can be learned with practice, and fans of more realistic racers might enjoy the challenge of learning the tracks for a brief time. Still, most players will likely give up in frustration.

There are other factors that lend to the frustration though. The physics are terrible. The easiest way I can describe the physics is to say that every other object on the road is an armored semi, and your vehicle is a tin can. There were many times when I barely hit a car from behind and was somehow launched thirty feet through the air. The traffic-filled streets of France are a nightmare. The time it takes to recover from a crash like this is devastating. Most races are only three laps long, and in advanced courses, you’re trying to pull to the lead from a distant 12th place. Any mistakes will generally force you to start all over from the beginning of the circuit.

Track selection is pretty slim. There is a total of eight tracks, but two of them are only available in story and versus mode. I actually enjoyed two of the tracks, Hexen Tal and Angel’s Bay. They seemed to be pretty well balanced for the cars and have a good sense of speed. Then there are two ovals; two races on blocked streets full of difficult turns, and two one-on-one races through traffic. The selection is limited, and by the time you’ve gone through all the different modes, you’ll have both mastered and gotten sick of pretty much every track.

The car selection is practically irrelevant because they are completely unbalanced. There is always a best car, and every new batch of cars you unlock makes all of the previous cars obsolete. It is absolutely ridiculous how closely this is tied in to the difficulty. I spent over six hours trying to beat the World Champs mode without success. I gave up and went back to Story Mode where I earned a car upon completion. When I took my new ride back over to the World Champs mode, I quickly finished on my second try. In other words, the reason that I couldn’t beat it was that I had the wrong car, and there is only one car in the game capable of making it through that mode.

I’m not going to spend any more time here to discuss the graphics or presentation. See the categories below. Before Burnout was released, I might have recommended it just as a rental to get your racing fix in, but now there’s absolutely no reason to play this game. I’m tired of it and I’ll probably have more fun watching it get slowly buried in the dust on my shelf.

Score

Graphics Sound Control Gameplay Lastability Final
4 6 6 5 4 4
Graphics
4

Motion blur!! And when you drive really well, you’re awarded with heavier motion blur!!! Textures are dull and... Is that road texture taken from a basketball?! Everything is far below the acceptable level for GameCube.

Sound
6

The music is decent. There are a couple of tunes I liked. The sound effects are poor and the voice acting is terrible – yes even with Sylvester Stallone.

Control
6

Fans of more realistic racers might enjoy the challenge of learning the steering system, but overall, the control feels very stiff and frustrating.

Gameplay
5

Frustration. Yelling. Cursing. The “extreme crashes” are too boring and detrimental to be any fun. The only real fun I had with this was in the two-player mode.

Lastability
4

The same six tracks over and over again. It will take a long time to open up everything, but who wants to?

Final
4

Driven has far more flaws than high points. In fact it’s hard to name a real high point anywhere. There doesn’t seem to be a clear direction. Were they trying to make an arcade-style game or a simulation? The presentation is just as muddy and confused. It’s a movie-based game with CG intro and slide show story animations. If you get this as a gift from someone, take it back while it’s still shrink-wrapped.

Summary

Pros
  • One of GameCube’s first racers.
  • “Zone” system rewards good drivers.
Cons
  • AI cars are entirely on rails and seem oblivious to your presence.
  • No attempt to balance cars.
  • Poor selection of tracks.
  • Terrible physics and steering mechanics that will leave most players in last place every time.
Review Page 2: Conclusion

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Genre Racing
Developer BAM! Entertainment
Players1

Worldwide Releases

na: Driven
Release Mar 30, 2002
PublisherBAM! Entertainment
RatingTeen

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