Split/Second Review
Disney Interactive has housed some of this generation's biggest surprises, so far. First there was Pure, which was downright fantastic and utterly breathtaking. Now, we have Split/Second, which is an unusual take on the action-racing genre where the environment is your weapon, and there are no pick-ups. In my Blur review, I concluded my bit by simply saying if you had to choose between both Split/Second and Blur, you'd be best off with Split/Second. The bottom-line is that both of these games are action-racers where battling is key, and that's more than enough to legitimately compare the two against one another.
First, let's go over how a game can have attacks without having any pick-ups. Simple, your driving generates a power gauge, called the Powerplay Meter, that you can use to trigger explosive rigged objects on the course. Performing drifts and drafting your opponents will build this gauge, which has three bars to fill up. You can either deplete the bars by using a standard attack using the X button - this is usually a smaller scale strike such as a helicopter dropping a bomb, a rigged explosive, an exploding vehicle, a crane that smashes you with a giant block, a truck smashing you, an exploding fuel-tanker, collapsing bridge and much, much more. You may have noticed that I called those a "standard attack", because there is still a second wave of madness that is so massive and epic that it depletes all three bars. By pressing the Circle button when available, you will be able to trigger absolutely monumental destruction, which includes a plane crashing down, a giant tower (think Seattle's Space Needle) toppling over, an entire construction site crumbling to pieces, a bridge exploding, and so many other absolutely jaw dropping moments that going further would probably be considered spoilers. I mean, there's nothing out there today that'll allow your car to get crushed by falling buildings or even an airplane…it's just insanity.
How the game mechanic works is actually very simple. When there is an opportunity to do some damage to your opponents, a trigger will appear over them letting you know that they are near an explosive area and you can trigger that action simply by pressing X or Circle. You'll have to be careful to not wipe yourself out, so pay close attention to what's going on up ahead. Speaking of paying attention, often times if you have multiple cars ahead of you, you can wreck multiple cars with one shot, which is always extremely rewarding. As far as how the game controls, I quite like the feel of the cars and just how sturdy the controls are. Your vehicles feel planted to the ground, as opposed to being overly loose and flimsy on every turn. Now, since I'm explaining the game mechanic, I should also explain the premise of the game, which is directly tied to the presentation. Split/Second is the name of an in-game TV show, and you are participating in its newest season. Each episode is a series of races, and each race won earns you points. The basic progression system is very simple and you've seen it done before, so as you keep playing you'll unlock more races, modes, cars, and tracks.
Unlike Blur, which forces you to play through the career without any quick play or practice modes, Split/Second offers Season, Quick Play, Online multiplayer, and Split-Screen multiplayer, so if you've played through a bit of the Season, you should have enough content to enjoy in the Quick Play mode. A total of eight-players can go online, and two can play split-screen which is a far cry from Blur's 20-player online setup and 4-player split-screen setup. Split/Second includes an assortment of race modes, all of which are rather intense. Given the nature of the game, a game mode such as Air Strike is a given; here the premise is to avoid incoming missiles from a helicopter and earn points in the process. There is also a mode that is the very opposite of Air Strike, called Air Revenge, where you turn the tables and attack the helicopter. Another mode, Detonator is where you're on the road course all alone…with the entire track exploding all around you! Detonator is a great way to experience just some of the hell this game allows you to cause, and dodging all of it is absurdly fun. Survival mode pits you against trucks that are dropping explosive barrels all over the track, hit them and you'll either wreck or lose a lot of speed. The premise of Survival is to pass as many of these trucks as possible and accumulate as many points as possible until time runs out. And when the time does run out, it's sudden-death and the entire course will be flooded with even more barrels, until you wreck yourself for good. Other modes include the usual such as Race and Elimination (last place driver gets eliminated when timer reaches zero). Trust me when I say that Split/Second is just an absolutely adrenaline filled rush, and definitely one of the best action-racers I've played in a long time.
Visually, Split/Second runs extremely smooth with never a framerate hiccup to be found. The game engine is always doing a ton of work, especially when you consider the kind of drama that goes on all around you, it's pretty intense stuff to render. The backgrounds feature massive structures and the draw-in distance is superb when you've got a vast view outside of the course. I also absolutely love the simplistic HUD that keeps the screen extremely clean and allows you to judge each and every turn very accurately. That said, there are some minor visual hitches that need to be addressed. For starters, anti-aliasing is sorely missing. Jagged lines are very prevalent all over the screen, marring some of fantastic details in this, otherwise good looking game. Keen eyes will also notice some pop-up here and there, usually small stuff like smoke or a shadow. Regardless, Split/Second is still a good looking game that moves at a great pace and boasts a whole bunch of eye-candy around every corner.
The audio is the standard: bassy-beats, voice over that guides you through the game, and lots of sounds that go "kaboom!" Blur has pretty much the same offerings, but Split/Second does it better. First off, the soundtrack in Split/Second is a bit more varied and not nearly as repetitive. Second, and most important, the sound effects are far more pronounced here than the other game. Where as in Blur attacks felt practically hollow, Split/Second delivers a much punchier sound that'll please your ears. Still, perhaps Black Rock could've turned up the 'boom' just a bit more - I want my ribs to crack in a game this wild.
All in all, if you like games like Burnout, MotorStorm, and the like, there's no question that you'll love Split/Second. The game boasts terrific heart-racing gameplay, great presentation, awesome game mechanics, very tight controls, solid sense of speed, bright visuals, and a bunch of replay value. This is definitely one of those games you'll keep coming back to time and time again.
6/10/2010 Arnold Katayev
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Comments (45 posts)
fluffer nutter
Thursday, June 10, 2010 @ 2:49:09 PM
kraygen
Thursday, June 10, 2010 @ 1:12:00 PM
Reply
I know sometimes demo's don't do a game justice, but this one certainly didn't win me over at all.
spiderboi
Thursday, June 10, 2010 @ 1:18:52 PM
Underdog15
Thursday, June 10, 2010 @ 1:25:12 PM
Reply
Random_Steve
Thursday, June 10, 2010 @ 1:38:19 PM
Reply
tridon
Thursday, June 10, 2010 @ 2:22:28 PM
Reply
NoSmokingBandit
Thursday, June 10, 2010 @ 2:47:13 PM
Reply
fluffer nutter
Thursday, June 10, 2010 @ 2:50:23 PM
Tim Speed24
Thursday, June 10, 2010 @ 3:54:28 PM
digitalmanAZ
Thursday, June 10, 2010 @ 3:27:57 PM
Reply
Tried the online early on and am not a fan of the variable ranking. Need to try this again now that I am finished with the season championship and know the tracks better.
NeoHumpty
Thursday, June 10, 2010 @ 3:35:27 PM
Reply
Zorigo
Thursday, June 10, 2010 @ 4:17:11 PM
NeoHumpty
Thursday, June 10, 2010 @ 8:32:19 PM
BikerSaint
Thursday, June 10, 2010 @ 4:05:21 PM
Reply
fluffer nutter
Thursday, June 10, 2010 @ 4:14:35 PM
Fane1024
Saturday, June 12, 2010 @ 3:35:58 PM
CharlesD
Thursday, June 10, 2010 @ 4:28:09 PM
BikerSaint
Thursday, June 10, 2010 @ 8:56:22 PM
dillonthebunny
Thursday, June 10, 2010 @ 5:40:39 PM
Reply
BikerSaint
Friday, June 11, 2010 @ 11:41:23 PM
NeoHumpty
Thursday, June 10, 2010 @ 6:07:50 PM
Reply
ArnoldK PSXE [Administrator]
Thursday, June 10, 2010 @ 7:26:35 PM
Qubex
Thursday, June 10, 2010 @ 9:43:41 PM
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Whilst we have seen "PS3 exclusive" rendering engines, in games such as Killzone 2, use aliasing without too much worry, Split/Second, being multi-platform, would have not had those specific optimisation routines built in in order to use the CELL/RSX combination to the full... and render the game with at least x2 aliasing... therefore I am not surprised about the jaggies...
If it were a PS3 exclusive, it may have done better in the graphics department. I am not saying it looks bad, but as an exclusive, it could have been 30% better or so, and possibly, without jaggies :)
Q!
"play.experience.enjoy"
*Currently in SinCity, Singapore
Last edited by Qubex on 6/10/2010 9:44:15 PM
Temjin001
Thursday, June 10, 2010 @ 10:10:57 PM
And btw, good MSAA implementation has traditionally been more prevalent on 360 as their hardware has been allotted some extra memory to help out with that.
Though games such as God of War 3 and The Saboteur make good use of an MLAA SPU edge smoothing technique that looks quite excellent without all the memory consumption. Let's hope more devs implement it going forward so PS3 fans have to put up with less fuzzy AA implementation.
Back to Split/Second. Unfortunately, while the demo analysis looked hopeful that the PS3 version of the game would be a tad better visually (full 720p), in actuality the overall graphics presentation compared to 360 is a tad below, at least by Digital Foundry's perspective. Who is a trustworthy source.
Great game regardless so go play it!
Qubex
Thursday, June 10, 2010 @ 11:53:30 PM
Yes... Uncharted 2 and GoWIII are superb examples of platform specific optimised code. Again, the 360 I think is "easier" to develop for... the idea of using SPU's and other trickery has really held back a number of developers.
It may be that many game developers just don't know how to go about using the necessary techniques to get the best out of the PS3, not to mention, that for multi-platform titles (generally), development houses will not spend the extra time or money necessary to tweak in order to get the best out of each individual platform...
If Foundry are reporting that the 360 visually is a tad better than the PS3, then it illustrates my point again, that for the same money, actually... in some cases, more money, we are getting "less" of a game. We agree that our platform is actually, when pushed to be proven, technically superior than the 360...
Again, it shows that exclusives have given the best results of all... in terms of visual quality anyway... game type and game mechanics can always be disputed across platforms, but visually, I think the PS3, if programmed right and optimised for, will end up giving you the better experience...
Q!
"play.experience.enjoy"
*Currently in SinCity, Singapore
Last edited by Qubex on 6/10/2010 11:59:54 PM
FM23
Friday, June 11, 2010 @ 2:24:33 AM
Reply
Qubex
Friday, June 11, 2010 @ 2:30:16 AM
___________
Friday, June 11, 2010 @ 3:56:17 AM
Reply
though i played the demo and it looked really good!
as for blur i dont understand what people are complaining about.
it is NO WHERE NEAR as hard as mod nation racers.
in blur i can come first easy, even by a few seconds sometimes on medium.
MNR im lucky if i come third, let alone 2nd let alone first!!!
at least BLUR does not have cheap AI.
still cant figure out how enemies keep deploying their shields every time i attack.
honestly im 2cms away from them, fire a missile and they deploy their shields and deflect it.
NO ONE can react that fast, not even fu*king flash!!!
mod nation racers has the WORST! AI in a video game ive seen in a long long time.
games are suppose to be hard, NOT cheap!
Underdog15
Friday, June 11, 2010 @ 1:55:21 PM
___________
Saturday, June 12, 2010 @ 8:56:53 AM
forgot how fun that game was, amazing so ahead of its time!!!
that is what were missing this gen.
back then we had a few games that were really impressive truly ahead of their time like earthworm jim or even goldeneye.
this gen we have nothing ahead of the times, either of the times or behind the times.
NeoHumpty
Friday, June 11, 2010 @ 11:49:45 AM
...And knowing is half the battle.











laxpro2001
Reply
Thursday, June 10, 2010 @ 1:01:00 PM
Definitely going to try it Arnold, thanks for the review!