PLAY

Classic game: Driver

Those cardboard boxes never knew what hit them

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“Driver’s chases feel thrillingl­y desperate, soundtrack­ed by the ‘wicka wicka’ of funk guitars and the constant screech of tyres.”

Small bills.” Those are the first words uttered by Driver’s player character, four or five missions into the game. Before then, you’d be forgiven for assuming that this undercover cop and former race car driver was a silent protagonis­t. But no: Tanner, as he’s called, simply prefers to let the roaring engine of a 1974 Gran Torino do the talking.

Oh, and he likes to be paid in small bills. That’s all we know about him, aside from the fact that his last career ended in a fiery crash – which is how most failed missions end in Driver, too. Thankfully, the gangsters, pimps, and informants on the other end of Tanner’s phone readily fill the air. They speak in the idiom of blaxploita­tion cinema, the ’70s subgenre of action film which celebrated the slang and agency of its African American criminal characters, even as it made money for white writers and producers by leaning on racial stereotype­s.

In this world, San Francisco is “Frisco”, a woman is a “kitten”, and missiongiv­ers expect you to know what they mean when they ask, “This disco your beat?” Once you put the phone down, however, the filmic influences shift to the car chase classics of the era: The Italian Job, Bullitt, and The French Connection. Newcastle studio Reflection­s built a driving model that was nothing less than extraordin­ary for the early days of 3D gaming – the equal of Gran Turismo in its weight, momentum, and buoyancy. Then it set the handbrake to ‘always on’.

STREET FURNITURE

The goal was to position players at the very edge of control. Driver’s chases feel thrillingl­y desperate, soundtrack­ed by the ‘wicka wicka’ of funk guitars and the constant screech of tyres.

On the first or second corner of every level, without fail, a hub cap will fly from your car and careen across the road or pavement. It’s a detail that sums up Reflection­s’ dedication to squeezing cinematic touches from the strained PS1 hardware.

In an era when driving games took place almost exclusivel­y on tracks, it’s impossible to overstate the impact of Driver’s urban environmen­ts. Suddenly success was as much a matter of hazard perception as it was racing excellence; even the greatest escape could be derailed by a Sunday driver making a left turn as you shot across a junction. The mere presence of slow-moving obstacles lends the experience of hurtling down a Miami street a sense of danger you could never find on the Laguna Seca Raceway. There’s something about the metronomic regularity of the lampposts that allows you to measure, on some unconsciou­s level, just how irresponsi­bly fast you’re going.

It’s made very clear to you that you ought to slow down. The police forces of

Driver’s four American cities patrol in black-and-white squad cars, which you notice by their vision cones on the minimap. In these moments, Driver is a vehicular stealth game: step on the gas too hard or put a rear end out of line within sight of the law, and you’ll trigger a high-speed chase. As you bash bumpers with your pursuer, your felony level increases, and so these encounters quickly get out of hand, spawning road blocks and more kamikaze cops. But toeing the line whenever you come across a police car is rarely an option:

with one eye on a tight mission timer, you’re forced to floor it in full view of the fuzz. That’s no shame, though – if you survive, all those near-collisions give you material to work with in the Film Director mode, a fully-featured tool for making your own Bullitt.

LEND US A TANNER

It’s important to point out that, at the time, Grand Theft Auto was still in 2D. If you think Rockstar wasn’t bothered about that fact, consider exhibit A: the GTA III mission named ‘Two-Faced Tanner’, in which you hunt and kill a “strangely animated undercover cop”. You’re told Tanner is “more or less useless out of his car” – a transparen­t dig at the fact that Driver players couldn’t step out of their vehicle.

Clearly, Rockstar was both indebted to and threatened by Reflection­s. And although the Driver studio would never overtake GTA again, it triggered a race that saw 3D open cities become the most exciting playground­s in gaming. Not bad for a ’70s throwback.

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 ??  ?? 1 The convoluted story hinges on somebody called The French Guy. 2 Driver’s tutorial, in which you prove your skills against the clock, is notoriousl­y hard. 3 Some cutscenes feature a held frame of Tanner on the phone, presumably to save money. 4 Don’t be fooled, this pedestrian isn’t controllab­le. 5 Watch out for trams on the lines!
1 The convoluted story hinges on somebody called The French Guy. 2 Driver’s tutorial, in which you prove your skills against the clock, is notoriousl­y hard. 3 Some cutscenes feature a held frame of Tanner on the phone, presumably to save money. 4 Don’t be fooled, this pedestrian isn’t controllab­le. 5 Watch out for trams on the lines!
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