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	<title>Driver &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>13 Hardest Opening Levels In Video Games</title>
		<link>https://gamingbolt.com/13-hardest-opening-levels-in-video-games</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 17 Jan 2022 06:56:55 +0000</pubDate>
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					<description><![CDATA[Easing the player in may work for some games but these 13 titles prefer the sink-or-swim approach with their opening levels.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he first impression is oftentimes the most important. While a game may sometimes have only one chance to wow you with its premise and presentation, many will at least give the first level a shot. But not every game is interested in gently guiding the player along – some will use their opening levels to crush your spirit immediately. Let&#8217;s take a look at 13 such opening levels in video games and what made them so rough.</p>
<p><b>The Village of Cursed Blossoms &#8211; Nioh 2</b></p>
<p><iframe title="12 CRUSHINGLY DIFFICULT Opening Levels In Video Games" width="500" height="281" src="https://www.youtube.com/embed/_xZQ34FmQ68?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>The first main story mission seems innocent enough with a few Gaki to eliminate but eventually, a massive boss-like Gozuki appears. You could deal with it or run away&#8230;the latter is pretty much needed since it slaughters you almost instantly. Things only get slightly easier from there as you venture to the Yokai realm with all of its hazards, face off against various other Yokai and humans, and finally battle a Mezuki (which is far from a pushover).</p>
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		<title>What Happened To Driver?</title>
		<link>https://gamingbolt.com/what-happened-to-driver</link>
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		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Mon, 04 Oct 2021 08:44:05 +0000</pubDate>
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					<description><![CDATA[Once a juggernaut of the action driving format, what the hell happened to Driver?]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;"><span class="bigchar">T</span>he racing genre in video games has been a staple of the medium, and the industry has had no shortage of games in the genre over the years. There’s something magical about driving through scenic vistas or carefully laid down tracks in some of the most exquisite vehicles there are, constantly trying to keep a vehicle at the tip of its breaking point. Many franchises have entered this space through the years, and while some have stayed others didn’t have much luck in that department.</span></p>
<p><span style="font-weight: 400;">While games like <em>Need for Speed</em> and <a href="https://gamingbolt.com/forza-horizon-the-complete-graphical-evolution-of-the-series-from-1-to-5"><em>Forza Horizon</em></a> have continued to exert their influences in today’s gaming landscape, franchises such as the likes of <em>Driver</em> have found themselves lying in a dusty old garage for far too long at this point. Once a juggernaut of the action driving format, <em>Driver</em> has largely been forgotten today – which begs the question, what the hell actually happened to <em>Driver</em>?</span></p>
<p><img fetchpriority="high" decoding="async" class="wp-image-417100 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2019/09/Driver-2-Havana.jpg" alt="Driver 2 Havana" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/Driver-2-Havana.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2019/09/Driver-2-Havana-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/09/Driver-2-Havana-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/09/Driver-2-Havana-1024x576.jpg 1024w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;">Developed by Reflections Interactive, <em>Driver</em> hit the PlayStation in 1999. The game sees player controlling series protagonist John Tanner who is an undercover cop on a quest to bring down a crime family. Set against the backdrop of four popular U.S. cities, <em>Driver</em> certainly had a lot to offer in terms of variety and the game’s scale was quite impressive for the time. Reflections Interactive wanted to capture the feeling of intense cop chases of action movies such as <em>Bullitt</em> and <em>The Driver</em>, which it did a great job at emulating</span><span style="font-weight: 400;">. </span><span style="font-weight: 400;">The game also featured a Director Mode, which allowed for a cinematic replay of the missions, adding to the feeling of being in an action movie.</span></p>
<p><span style="font-weight: 400;"><em>Driver</em> received great critical and commercial acclaim. The game stands at a rating of 87 on Metacritic and is reported to have sold more than 1 million copies in two months of its release.</span> <span style="font-weight: 400;"><em>Driver</em> would continue on to be ported to other systems such as Windows and Mac, along with a separate Game Boy Color version which was also well-received. An interesting point worth noting about the game is its infamous parking garage tutorial, which had legions of fans throwing away controllers in angst at the game. Easily the toughest mission in the game, <em>Driver</em>’s tutorial level is generally considered to be one of the hardest opening levels in all of gaming.</span></p>
<p><span style="font-weight: 400;">With the franchise’s debut being successful, Reflections Interactive quickly geared up for a sequel. <em>Driver 2</em> released just a year later in 2000 on the original PlayStation. Continuing the adventures of John Tanner,<em> Driver 2</em> changes up the backdrop to Chicago with a much more engaging storyline than the original. Players could now also get out of their car to get up close and personal with the environments, which while limited in its scope was a pretty big deal at the time – since open-worlds were starting to become a reality thanks to new technology making it possible to render complex and huge maps.</span></p>
<p><span style="font-weight: 400;">However, this ambition would prove to be too much for the puny PlayStation to handle.<em> Driver 2</em> was a fine enough game, but suffered from major playability issues due to lackluster performance</span> <span style="font-weight: 400;">and awkward on-foot sections. <em>Driver 2</em> stands at a score of a mediocre 62 on Metacritic, but was able to perform fine enough on a commercial front – with 4.7 million units reportedly being sold on the PlayStation.</span></p>
<p><img decoding="async" class="wp-image-448952 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2020/07/driver.jpg" alt="driver" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/driver.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2020/07/driver-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/driver-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/driver-768x432.jpg 768w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;">As Reflections Interactive was preparing for a sequel, Rockstar North dropped the massively ambitious <em>Grand Theft Auto 3</em>. Featuring a vast and varied <em>Liberty City</em>, <em>Grand Theft Auto 3</em> allowed players to explore this space on foot, cars, and boats. Rockstar’s offerings had better visuals, better missions, and an interweaving network of systems that were integral to simulating an open-world that<em> Driver 2</em> tried to with last-gen technology.</span></p>
<p><span style="font-weight: 400;">For the next <em>Driver</em>, Reflections Interactive went all-out with trying to play catch-up to Rockstar’s imagining of an open-world. Publisher Atari poured extraneous amounts of money into <em>Driv3r</em>, hiring a star-studded cast along with what was the most protracted development cycle for an entry in the franchise.</span></p>
<p><span style="font-weight: 400;"><em>Driv3r</em> would be released in 2004 for the PlayStation 2 and Xbox in 2004, and was quickly panned by critics on account of being barely functional from both a technical and conceptual standpoint. The game was marred with horrible performance issues and a litany of bugs and glitches. Atari was accused of rushing the game to meet a June release, a claim </span><span style="font-weight: 400;">which was proven to be true several years later in a press meeting. Most believe this rush was for delivering the final product to be due to Atari wanting to make it to market before Rockstar’s Grand Theft Auto: San Andreas, which released later that year in October. </span></p>
<p><span style="font-weight: 400;"><em>Driv3r</em> was one of Atari’s biggest projects, and with a relatively meager amount of sales falling at around 3 million copies sold which while a respectable number fell quite short of Atari’s expected sales. Given Atari’s current financial status at the time, it was hard to continue developing more entries in the Driver franchise.</span> <span style="font-weight: 400;">Atari also found itself in a legal brawl with Reflections founder Martin Edmondson, which later cost the company millions of dollars when Edmondson sued the company in a legal capacity. In the aftermath of the disaster that was Driv3r</span><span style="font-weight: 400;">,</span> <span style="font-weight: 400;">Atari sold off the Driver franchise and Reflections Interactive to Ubisoft. The publisher quickly set out to revive the franchise from the slumber after <em>Driv3r</em>, with<em> Driver: Parallel Lines</em> releasing in 2006 for the PS2 and Xbox.</span> <span style="font-weight: 400;"><em>Parallel Lines</em> toned down some of the more action-oriented parts of the <em>Driver</em> formula, and the game was met with a lukewarm reception. </span></p>
<p><img loading="lazy" decoding="async" class="wp-image-347407 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/07/Driver-Parallel-Lines.jpg" alt="Driver Parallel Lines" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/Driver-Parallel-Lines.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/07/Driver-Parallel-Lines-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/07/Driver-Parallel-Lines-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/07/Driver-Parallel-Lines-1024x576.jpg 1024w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;">There was also <em>Driver 76</em>, a handheld translation of the <em>Driver</em> franchise for the Sony PSP – which was mostly met with mediocre to unfavorable reception on account of a boring gameplay loop. <em>Driver: Renegade</em> was also a similar attempt at adapting the <em>Driver</em> formula for the Nintendo 3DS, which was received pretty poorly by fans of the franchise &#8211; and stands at a rating of 48 on Metacritic. </span></p>
<p><span style="font-weight: 400;">As can be understood from the narrative, the<em> Driver</em> franchise was continually struggling to find its footing in the market – with each entry falling short of its contemporaries and fan expectation in some way shape, or form. However, Ubisoft Reflections would be given another shot at revitalizing the franchise with <em>Driver: San Francisco</em>.</span></p>
<p><span style="font-weight: 400;">Much like <em>Driv3r</em>, <em>San Francisco</em> had a long and protracted development cycle – and the game had been delayed several times before releasing in 2011. Continuing over the predicament of toning down action established in Parallel Lines, <a href="https://gamingbolt.com/driver-san-francisco-review"><em>Driver: San Francisco</em></a> was first and foremost a driving game. Players could still take control of other cars, but that required the use of Tanner’s newfound psychic abilities – which of course, meant a lot of the core gameplay loop and associated systems had to change.</span></p>
<p><span style="font-weight: 400;">Coupling that with great visuals and writing, <em>San Francisco</em> was met with great critical reception upon its release. While Ubisoft never publicly revealed any sales figures, a financial report of that time reveals the sales to be better than expected. However, a source at Ubisoft told VG247 that the sales were “lacklustre” – which puts the series in a wobbly position.</span></p>
<p><iframe loading="lazy" title="What The Hell Happened To Driver?" width="500" height="281" src="https://www.youtube.com/embed/3yRkM4u4GG4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p> </p>
<p><span style="font-weight: 400;">In 2013, the studio announced that it was working on a new game – which later turned out to be <a href="https://gamingbolt.com/the-crew-2-review"><em>The Crew</em> </a>– which was a collaborative effort between Ubisoft Reflections and Ivory Tower. Ubisoft president at the time Laurent Detoc also revealed that the studio was once working on a new game associated with the Driver license, which ultimately morphed into <em>Watch Dogs</em> – developed by Ubisoft Montreal under Jonathan Morin.</span></p>
<p><span style="font-weight: 400;">However, what exactly happened to <em>Driver</em> remains a tough mystery to crack. <em>Watch Dogs</em> was born out of a vision for a <em>Driver</em> sequel, which has been going strong. Ubisoft Reflective has been stripped down to support roles for many major titles under the publisher’s belt – including <em>Watch Dogs</em> <em>2</em>, <em>The Crew 2</em>, and <em>The Division</em>. Whether this change of roles within the hierarchy was at Ubisoft’s behest or the studio’s is anyone’s guess, but the penchant of big-name publishers to strip down underperforming studios into support roles definitely skews the balance to the former. Either way, the Driver brand has been dormant for a long time, and it seems highly unlikely that those engines will ever rev again.</span></p>


<p></p>



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		<title>15 Terrible Levels In Great Games</title>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 22 Jul 2020 14:34:02 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=447563</guid>

					<description><![CDATA[Some low points in otherwise excellent games.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar"></span>N[/d<span style="font-size: inherit;">rop-cap]o game – not even the greatest ones out there – is ever perfect, which means even the best of the best games we&#8217;ve ever played manage to falter every now and then with poorly made sections that stand in stark contrast to the overall quality of the rest of the experience. In this feature, that&#8217;s what we&#8217;re going to focus on, as we talk about fifteen terrible levels or sections in what were otherwise great games. So with all that said, let&#8217;s get started.</span></p>
<p><strong>YIGA CLAN HIDEOUT (THE LEGEND OF ZELDA: BREATH OF THE WILD)</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/03/zelda-breath-of-the-wild.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-391910" src="https://gamingbolt.com/wp-content/uploads/2019/03/zelda-breath-of-the-wild.jpg" alt="zelda breath of the wild" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/03/zelda-breath-of-the-wild.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/03/zelda-breath-of-the-wild-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/03/zelda-breath-of-the-wild-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/03/zelda-breath-of-the-wild-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Forced stealth sections in games that are not stealth-focused are never a good idea, and this is probably a poster boy for that concept. In a game that is all about letting players do whatever they want, Yiga Clan is a level that forces you to do particular things in particular ways. What&#8217;s worse is that it&#8217;s not even good. The AI is no good, the stealth is questionable, and it goes on for a bit too long.</p>
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		<title>15 Insane Moments That Made You Delete The Game</title>
		<link>https://gamingbolt.com/15-insane-moments-that-made-you-delete-the-game</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 20 Sep 2019 10:54:18 +0000</pubDate>
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					<description><![CDATA[All you had to do was follow the- SHUT UP, GAME.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">N</span>o game is perfect. It&#8217;s a harsh lesson we&#8217;ve all learned over the years. Sometimes, even great games can do things – intentionally or otherwise – that really grind your gears. In this feature, we&#8217;ll be talking about fifteen such moments.</p>
<p><strong>BLADES OF HADES (GOD OF WAR)</strong></p>
<p><iframe loading="lazy" title="15 Frustrating Moments That Made You Delete The Game" width="500" height="281" src="https://www.youtube.com/embed/OIRA84qXd4M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>As compared to <em>God of War 2 </em>and <em>3, </em>the very first <em>God of War </em>game had a lot more sections that put emphasis on pure platforming (or something close to platforming anyway). One such section was the Blades of Hades, and as anyone who&#8217;s played the game would tell you, it was a nightmare. Walking over thin wooden logs while trying to avoid all manner of massive axe heads and saw blades was even worse in practice than it sounds, and countless players died more than just a few times trying to get through this part.</p>
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		<title>Watch Dogs: Parts of Cancelled Driver Title Used for Development</title>
		<link>https://gamingbolt.com/watch-dogs-parts-of-cancelled-driver-title-used-for-development</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 19 Dec 2013 11:23:21 +0000</pubDate>
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					<description><![CDATA[But Watch Dogs never "started life" as a Driver game.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/12/watch_dogs_02.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/12/watch_dogs_02.jpg" alt="watch_dogs_02" width="620" height="349" class="aligncenter size-full wp-image-182142" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/watch_dogs_02.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/12/watch_dogs_02-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/watch_dogs_02-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It may sound hard to believe, unless you heard the whole story behind it &#8211; which Ubisoft North America president Laurent Detoc shared with IGN recently &#8211; but the open world hacking adventure Watch Dogs has parts that were originally intended to be used in a now cancelled Driver game.</p>
<p>As Detoc explains, “Watch Dogs wasn’t started as Watch Dogs. They were working on a driving engine, working on something. We had the Driver license. This was years ago. Then we were thinking, ‘no, this is not the way we want to go with a driving game,’ so we cancelled that and restarted.</p>
<p>“It’s not like Watch Dogs started as Watch Dogs. The Watch Dogs project was initially another game. At some point it changed. That’s at least three years ago, and then the Watch Dogs project reused some of the work that had been done on this driving engine.”</p>
<p>Keep in mind that this doesn&#8217;t mean that the Driver project eventually became Watch Dogs. Rather, it&#8217;s more accurate to say that Ubisoft decided to cancel Driver and go in a completely different direction.</p>
<p>“The decision was made that there was another driving game being made and this one should be an open-world game where the guy comes out of the car and does other things. Then the team decides to reshuffle itself entirely. A few other people come in, a new creative director, and then they start a new game.</p>
<p>“I wouldn’t say that Driver became Watch Dogs, because that’s not true. That’s not really what happens. What happens is that a game gets cancelled, and then you take pieces of that game to make a new one. We could have had another driving engine from another team in another place, and then it would have been used by the Watch Dogs team.”</p>
<p>The last real Driver title was Driver: San Francisco, a critically acclaimed title. Meanwhile, Watch Dogs is set to release in early 2014 for Xbox 360, PS3, Xbox One, PS4, Wii U and PC. Thoughts on this revelation? Let us know below.</p>
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