There is a loose story guiding players through the episodes, with regular US TV-style updates reporting on what is coming next. The game has 30 available vehicles, including supercars, trucks and muscle cars, which are all based on popular models but not directly licensed. The vehicles handle well, with a good variation between the nippier supercars and the heavier trucks. There is also a strong skill curve in drifting around corners, which is triggered by tapping the brake and then weighting the vehicle into the apex to achieve a smooth arc around the bend.
The biggest feature, though, about Split/Second is its destruction gameplay. Each track has a range of staged

events, such as road-blocking explosions or temporary shortcuts, which are opened up with the ‘power play’ meter. The meter is filled up by drifting around corners, performing stunts or slipstreaming. After getting close to rival drivers, a button prompt appears above them to show a power play is available. The player is then able to either press the A button to activate the bonus, or hang fire until the meter fills up entirely to access a much larger event. Spectacularly taking out rival drivers brings a slow-mo cinematic for shameless glorification in the destruction of others.
The power plays are instantly gratifying, but they also usher in other nuances to the gameplay. Each event must be carefully timed to lampoon rival competitors without giving them chance to react. Equally, the power plays can backfire and take out the player instead. Such dynamism in its racing environments is definitely the most interesting aspect about Split/Second. On its own, the game’s solid yet not spectacular racing experience is fairly run-of-the-mill, but the destruction adds an element of unpredictability and surprise. As different players trigger events, the collective debris litters the circuit and creates new obstacles. Likewise, maximum-strength power plays can completely change the course direction or trigger cataclysmic events, such as a cruise liner crunching through the road. This means that even well-worn tracks always feel fresh and interesting.
Split/Second’s graphics stay true to the Hollywood blockbuster formula, with hyper-real cityscapes under glossily dramatic skies. The lighting is fantastic and there is a pleasing level of detail in the racing world which increases the immersion while hurtling around at 200mph. The object physics are well engineered and the explosive events have a pleasing cinematic feel to them. All the tracks are based in different parts of the fictional city, including an airport, expressway, docks, downtown and construction area. There is a good variety of different environments and the destructive elements have been well integrated into the world to not feel overly contrived.
Aside from the main campaign, the game’s multiplayer supports two playing via split-screen or eight players online. Players can jump into quick races or invite friends to closed games featuring a grid filled out by AI drivers. Despite being fairly basic in its available modes, Split/Second’s multiplayer is hugely enjoyable. The power plays inject a new dimension to the contests, with tit-for-tat battling as players try to get back at rivals who wiped them out on a previous lap. Elimination and Survival matches are also available in multiplayer, with a focus on climbing the score leaderboards in the latter. One lingering issue, though, is the lack of depth in the game’s customisation options. Gamers can earn Decals (basically stickers) by unlocking achievements, but this is essentially a skin-deep option. Any players wanting real progressive rewards for putting in the hours online may be left slightly disappointed.
Split/Second may lack the depth of some other arcade racers such as Gran Turismo, but it makes up for it with masses of explosive action based around the power plays. Earning these destructive bonuses is the key to success in the game but it’s also about how the player uses them to their optimum potential. The game’s played at a frenetic pace, it can be rather bewildering at times and there is not much substance beyond the core offering. However, the game’s abundant charms make it hard to put down. As Split/Second was given its Velocity suffix towards the end of development, it’s clear that Disney intends to build this into a franchise. By injecting a bit more depth and tweaking the game’s balancing, then that could be a very good prospect indeed.
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