Driver: San Francisco (Jul 6, 2011 prototype): Difference between revisions

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m (→‎Mission differences: omitted a word by accident)
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* ''Escapist'' (Tanner & Jones mission; from Chapter 6)
* ''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.
All player abilities (boosting, vehicle ramming and rapid shifting) are unlocked by default. The player is given a small period of time to complete a timed objective (five minutes if playing in freedrive mode), and all player stats (completed challenges, obtained Willpower, etc.) are reset to defaults after the end of a mission.


==== Mission differences ====
==== Mission differences ====

Revision as of 10:10, March 12, 2024

Title Screen
Driver: San Francisco (Jul 6, 2011 prototype)
Build date 2011-07-06 13:10:00
Build name Driver: San Francisco Demo
Dump status Released
Origin Xbox 360 Marketplace
Game Driver: San Francisco
System Xbox 360
Genre Racing
Final build US Jul 11, 2011
Release date US Aug 10, 2011

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 a small period of time to complete a timed objective (five minutes if playing in freedrive mode), 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 new players. 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 (unlike what is shown in the E3 demo). The mission plays identically to the variant included in the final game.

Miscellaneous

  • Predates the final build by 5 days.

Gallery

See also