Driver: San Francisco (Jul 6, 2011 prototype)
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Download Driver: San Francisco (Jul 6, 2011 prototype) (info) |
Download Driver: San Francisco (Jul 6, 2011 prototype) (info) |
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 at 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.
- Demo-specific city locking levels are instituted across all three playable missions to prevent the player from deviating away from the intended route. The Chapter 1 city locking level is also referenced in the Freedrive chapter, but is not present in the baked assets.
Miscellaneous
- Predates the final build by 5 days.
- International release build. User cannot change UI language (depends on console settings), spoken language is forced to US English as necessary VO localization resources are not present.
Gallery
See also