There was a dedicated slot for PCM cards, while a second ( his explanation) accepted ROM and RAM cards. Powersliding feels very Project Gotham Racing to me, which is a good thing, although there’s certainly an argument to be made for a more corner-hugging model like what’s been used down the years in Ridge Racer. There’s a balance to find between going all out for the powerplays and just driving each track as well as possible. In order to fill your powerplay meter you generally have to drift, but it’s easy to mess up and in turn slow you down too much. I appreciated something a bit different, as well as providing rewards to more than just the first position.Ĭar handling, in particular the drift system, makes for a game that is never as straightforward as it seems. Form is reduced or increased based on your performance in the previous race if you were in an eight-player race and finished in the top four, your online form would decrease, whereas if you finished 5th or worse, it would increase. When first starting online, you have an online form of 99, and the intention is to reduce this to single digits. Of course, online multiplayer was included but it had a very bizarre ranking system that to this day I have not ever seen since. A three part meter that's neatly projected under the car is topped up Burnout-style by drifts, passes and by flying close to the chaos on track – one section can be traded for a basic power play or players can wait to unleash a more devastating move, or even send whole sections of the track cascading and altering the layout of the entire course. Power Plays send the environment tumbling with the push of a button, and they're available in multiple flavours. Split/Second's real brilliance lies in the fact that it's concrete and steel that's at the player's command.
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