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The strong willed, un-talkative man at odds with the world
around him. Cold efficient, maybe even ruthless and obsessive.
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Narrated by
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The Driver series is one of the
most successful in gaming history,
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winning awards and critical and commercial
acclaim all over Europe and America.
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So what is it that goes
into making a game like this?
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Like the production
of any good movie,
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DRIV3R pulled together many
disciplines and areas of expertise.
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For Martin Edmondson and Reflections, this was a 3-year
journey from the first stages of design to the finished game.
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The concept of Driver 3 really is very
little difference to the concept of Driver 1.
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It's more really that the design has evolved
and the scope of the game has evolved.
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Capturing the look and the feel of the cities
is important for the atmosphere of the game.
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Streets have been accurately recreated. Over
90,000 photographs were taken of the cities,
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with researchers walking over 1,000
miles to get the images they needed.
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Because Miami featured in Driver 1, it was Tanners home. Because
of this we wanted to return Tanner back to his original home city.
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To mix that about again on the next city we
chose Nice, because of the contrast to Miami,
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but also it has a certain glamour to it and
the wild card in there I suppose is Istanbul.
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The reason we went for Istanbul was again it
had these really run down ramshackle huts,
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sat right next to the most incredible
mosques and just amazing buildings.
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We have a mission scripting system, it's a tool
that allows us to layout start and end points
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and other things about what
you have to do in certain areas.
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It might be picking something up, you might be following
somebody and that cars path has to be drawn out in the 3D world.
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The biggest additions to Driver 3 is the weaponry. You have hand
guns, machine guns, a shotgun, as well as a grenade launcher.
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These guns are designed to be very pick up and play, its all about
walking into a room and just spraying the place with bullets.
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So there's a lot of fun just to
be had blowing things to pieces.
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In Driver 2 we changed to having multiple cars and vans
and trucks, and there's an even greater range in Driver 3,
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but we've gone into other areas.
There's an articulated truck in there.
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You find a cab section driving around and what you can then do is, drive
around until you find a trailer section in some compound for example.
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Reverse up to it so it couples up and you're
then in charge of a fully articulated 18 wheeler.
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You've got the air horn and the air brakes and there's a couple of
missions that involve driving it as well, so it's not just a pure toy.
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To experience the excitement of driving through narrow streets in a
car chase, the cars and bikes have to perform like the real thing.
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Reflections created a 3D world, with it's own laws of
physics, so vehicles handled and took damage realistically.
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It's at the heart of what Reflections have tried to do
that when you're driving a sports car, it feels like one,
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and when you drive a
Sedan it feels different.
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Every vehicle has it's own weighting,
handling and it's own engine sound.
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Reflections have modelled and tested over
70 vehicles; these range from muscle cars
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to fully articulated trucks, sports bikes
to flatbeds, convertibles to forklifts.
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These vehicles respond to
collisions and take realistic damage.
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Reflections built these vehicles with up to 20 detachable
panels, the chasis, subframe and engines are all modelled,
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so pieces actually come off the car and bumpers
can hang off and trail on the ground behind them.
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You can also shoot the tyres and the windows out of these vehicles and
you can actually see the bullet holes appear as you fire into them.
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This number of vehicles, with this range of damage, provides
endless options to how you arrive at the end of your mission.
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In style or in pieces.
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The three cities were modelled by a team of
25 artists over 3 years, these cities are big.
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156.14 miles of driveable roads
and 35,768 highly detailed buildings.
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buildings are modelled
to incredibly high detail.
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In addition, Reflections have added
over 70,000 other items of clutter.
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Trash cans, traffic cones, trees, benches,
boxes, lamp posts, market stalls, crates,
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all the things they needed to help the atmosphere
come to life; to make these living, breathing cities.
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The cities themselves were an absolutely enormous
undertaking. We've spent years developing them.
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We based the design of them on the real cities, we then modify them a little
bit, stylise them a little bit, so that they are a bit more fun to play.