Review: Split Second: Velocity

Review: Split Second: Velocity

Disney’s grown a pair and given us Split Second – a game of true action movie magnitude.

Format: PS3, Xbox 360 (version played), PC Dev: Black Rock Studio Pub: Disney
Out: 21/05/10 Players: 1-2, 2-8 online

If you’re an action movie fan, you can understand the concept of adrenalin-fuelled entertainment. Those moments where on-screen pandemonium elevates to an overwhelming level you don’t expect and you’re taken aback, maybe even giving out a little “whoa” in the process.

With this funny character trait in mind, allow me to introduce Split Second. Black Rock has fulfilled the true definition of summer blockbuster – well, as far as racers are concerned. But it’s difficult to explain in terms of tangible items, you have to look further than that.

In technicalities, the game is an arcade racer, but that’s not to say it performs quite like their last title, Pure. Handling feels robust yet the force from triggered hazards is enough to make you fight to keep control of your car, a feat which adds to its splendid lacquer. The driving mechanics are comparable to that of Burnout and the weapons aren’t you’re run-of-the-mill track pick-ups.

Said weapons are called ‘powerplays’, and they have varying power from blowing up buildings to changing entire circuit layouts. When you play these tracks for the first time, seeing this destruction is truly breathtaking. It appeals to the most basic of human instincts in its execution with oh-so-tasty sequences of pure action movie gold.

Season mode is an original take to the racing genre, as it self-reflects on its action movie traits by portraying the season as a TV season of 12 episodes. To be fair, as is true with 99% of all other racing games, the story is just filler that you don’t even notice. However, the biggest issue with Split Second is that once you’ve mastered all of the tracks and their powerplays the game slowly loses the thrills that enticed you in the first place.

Graphically, this title suffers from what I’d call the ‘Gran Turismo tunnel vision’. Everything on-track looks stunning: the cars gleam in the sunshine, the interface is clean with the minimal data needed being presented as a halo around the bottom of your car. A spotlight needs to be shone upon the explosions and powerplays, dirt and debris flies onto the camera as the whole image shakes violently, and you try to regain control of your car. The visual and gameplay integration here really does absorb you.

But, a la Gran Turismo, look beyond the track, and you see some textures that drag you out of the game. Motionless water that looks like it belongs back on PS2, cardboard trees and paper buildings. Of course, things like this take a keen eye to spot, and the game does well to keep these bits on the down low. It’s just interesting to see how a developer compromises in some bits to really push the selling point home.

Split Second isn’t a game, it’s an experience that has been presented on the canvas of an arcade racer. It’s addictive gaming on the level of Mashed (points if you remember that title). While the edges begin to fray after sometime, this title shows Black Rock’s growth in confidence and development strength since Pure, and it refreshes arcade racing to the same extent as Burnout.

Jason England

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