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Split second velocity

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Split/Second's vehicles, broadly split into three categories of truck, muscle and sport, have a tremendous sense of weight, and because of this they have genuine impact in the frequent and satisfying collisions.

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You've probably played a bit of the demo by now, and the chances are you enjoyed it, but dumping a huge quantity of reinforced concrete onto the bonnets of some AI cars is nowhere near as satisfying as ruining real-life opposition. It's exhausting stuff, and the physical toll it's taken on me is more a testament to the nature of the game than it is to my poor fitness. The last couple of hours have been filled with explosions, hair's-breadth escapes and aggressive racing-line ownerships. Plus, of course, I'm on a shaky comedown from all the adrenaline. More because my neck is sore from leaning into corners like a 12-year-old playing Mario Kart, my throat hurts from shouting at the people I've been playing it with, and I've got a nasty friction burn across my collarbone. Not because they look weird (they look amazing) and not because there's anything wrong with the physics (there isn't). I'm on the train home from Disney's London offices and I'm wondering whether Black Rock has overdone the realism of Split/Second's crashes a little bit.