Driver: San Francisco (Jul 6, 2011 prototype): Difference between revisions
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All player abilities (boosting, vehicle ramming and rapid shifting) are unlocked by default. The player is given exactly five minutes to complete a timed objective or play through freedrive, and all player stats (completed challenges, obtained Willpower, etc.) are reset to defaults after the end of a mission. | All player abilities (boosting, vehicle ramming and rapid shifting) are unlocked by default. The player is given exactly five minutes to complete a timed objective or play through freedrive, and all player stats (completed challenges, obtained Willpower, etc.) are reset to defaults after the end of a mission. | ||
==== Mission differences ==== | |||
The demo features a number of differences in the three playable missions: | |||
* The "Prove It" mission has an alternate start point and automatically invokes the Shift HUD tutorial upon mission start. | |||
* An alternate set of vehicles is used in "Team Colors", a design decision likely intended to make the mission easier for newcomers of the game. Strangely, the mood (weather type) displayed throughout the entire mission is the dark-green thunderstorm shown during the game's nightmare sequences and in the final Jericho battle (prior to the game's "epilogue" mission). | |||
* In Escapist, Ordell does not pass by Tanner's car once the player arrives to their first destination; instead, Ordell's car is parked in an alley, and the first destination point has been shifted to a position that is directly behind them. The mission plays identically to the variant included in the final game. | |||
=== Miscellaneous === | === Miscellaneous === |
Revision as of 14:33, March 11, 2024
Driver: San Francisco (Jul 6, 2011 prototype) | ||||||||||||||||||
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A late demo build of Driver: San Francisco for the Xbox 360.
Notes
E3 2011 demo content
This build of Driver: San Francisco is identical to the playable demo booth build shown off at E3 2011, albeit with a few subtle differences:
- Multiplayer mode is not available.
- Unlockable challenges, dares and activities are not present in code.
- Traffic is limited to a very small subset of vehicles
- The "Freedrive" chapter was replaced with the "Prove It" mission from the first chapter of the game; its chapter data, however, is still present and can potentially be accessed through modification.
Content is limited to a subset of three missions with timed objectives, all consolidated inside of a single script chunk that was originally primarily intended for the game's first chapter:
- Prove It (Tanner & Jones mission; from Chapter 1)
- Team Colors (tag team race mission; from Chapter 3)
- Escapist (Tanner & Jones mission; from Chapter 6)
All player abilities (boosting, vehicle ramming and rapid shifting) are unlocked by default. The player is given exactly five minutes to complete a timed objective or play through freedrive, and all player stats (completed challenges, obtained Willpower, etc.) are reset to defaults after the end of a mission.
Mission differences
The demo features a number of differences in the three playable missions:
- The "Prove It" mission has an alternate start point and automatically invokes the Shift HUD tutorial upon mission start.
- An alternate set of vehicles is used in "Team Colors", a design decision likely intended to make the mission easier for newcomers of the game. Strangely, the mood (weather type) displayed throughout the entire mission is the dark-green thunderstorm shown during the game's nightmare sequences and in the final Jericho battle (prior to the game's "epilogue" mission).
- In Escapist, Ordell does not pass by Tanner's car once the player arrives to their first destination; instead, Ordell's car is parked in an alley, and the first destination point has been shifted to a position that is directly behind them. The mission plays identically to the variant included in the final game.
Miscellaneous
- Predates the final build by 5 days.
Gallery
See also