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Most 3D, character-driven video games
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can be pretty easily placed
into one of two categories:
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either first person or third person.
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In a first-person game,
you see the game world
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through the actual eyes
of the player character
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as though you were that character,
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and in a third-person game,
you see the player character
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from the outside - often
from behind their back
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or from a fixed isometric perspective.
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But the existence of
these two perspectives
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begs a question:
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if this is what a
first-person game looks like,
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and this is what a third-person
video game looks like...
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what exactly would
second-person look like?
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Now, I'm not the first
person to wonder about this -
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the question of whether or not
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a second-person shooter
could actually exist
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is one that has plagued
video game message boards
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just about as long as
the Internet has existed.
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It's also served as the premise
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for some pretty good comedy
sketches over the years,
-
like this one from Mega64:
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- [Announcer] Introducing the world's
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first second-person shooter.
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(video game music)
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(rock music)
- No no no no!
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- And this one from The Onion.
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- To enter second-person shooter mode,
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you just simply adjust
the narrative slider
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from first to second.
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- You are walking down a long corridor.
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Suddenly, a Nazi leaps out
from around the doorway
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and unleashes a hail of machine
gun fire in your direction.
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- But to help us actually figure out
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what a second-person game would really be,
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I think it would be helpful
to look at this grammatically.
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In written language, the term "first person"
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denotes any writing
where the point of view
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uses phrases like "I" or m"y"
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to tell the story from the
perspective of the protagonist.
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Third-person writing, on the other hand,
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uses third-person pronouns -
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for example, "he went this way,"
"she went that way," et cetera -
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to talk about characters
from an outside perspective.
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Now, second-person writing does exist,
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but it's kind of a weird one -
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in second person, the
primary pronoun used is "you."
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"You do this," "you go there," et cetera.
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The second person is
actually a lot less common
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in narrative writing,
-
and it's actually something
you're more likely to encounter
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in, say, a list of instructions
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or a choose-your-own-adventure book.
-
Now, the analogous video
game camera perspectives
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for first and third-person
writing are obvious -
-
but what about for second-person?
-
We know what an "I" game looks like
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and we know what a "he" game looks like,
-
but what about a "you" game?
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Strangely enough, I actually
found the answer to this
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before I even came up with the question,
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and, believe it or not, it
came to me courtesy of a game
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you may have heard me
talk about once before -
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and that game is Driver: San Francisco.
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See, for all the interesting missions
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in Driver: San Francisco -
and there are plenty of them -
-
there's one mission in particular
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that I swear to God I
think about all the time.
-
The mission in question
is called "The Target"
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and it's the final mission
of chapter six of the game.
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In the game, you play as
a cop named John Tanner
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who, for reasons I won't get into here,
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basically has a superpower that allows you
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to take over the bodies
of any other driver,
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and has begun using that superpower
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to foil a possible terror plot
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from a gangster named Jericho.
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Over the course of the game Tanner decides
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that the best way to
unravel Jericho's plans
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is to do it from the inside,
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and in order to do that,
Tanner takes over the body
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of a low-level henchman named Ordell
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and uses his driving skills
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to help move Ordell up the ranks.
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The final mission in this story arc
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sees you inhabiting
Ordell's body one last time
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to complete a major assignment
from his boss Leila,
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who is this international assassin
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and Jericho's second-in-command.
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Tanner's plan?
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Warp into Ordell's body and,
without arousing suspicion,
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drive Leila and Ordell
directly into police custody.
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Now, the mission begins as normal
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with Tanner and his partner Jones
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driving their iconic
orange Dodge Challenger,
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and soon enough, you
warp into Ordell's body
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with Leila in the passenger seat
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where she gives you some
clarity on the mission.
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(car engine roaring)
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- [Leila] Ordell, I need
nothing but your best today.
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- [Tanner] What's going down?
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- [Leila] Jericho's got
a problem he wants fixed.
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Get me to the target and I'll fix it.
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- So you drive to the destination
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she's given you, closing
in on your target,
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and as you get close, this happens:
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(car engine roaring)
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- Slow down.
-
We should acquire the target any time now.
-
(car engine roaring)
(tires screeching)
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The yellow Dodge, up ahead.
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Stay close but don't be obvious.
-
- ...that's my car.
-
- What?
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That's the cop that's
been getting in our way.
-
- Do we follow him to the target?
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- ...he IS the target.
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- [Narrator] It's you.
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You've been assigned to kill... you.
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(music)
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Now, after that cutscene ends,
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you are back in Ordell's
body in the first person
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with Leila sitting to your right.
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But then... you press the
throttle to accelerate,
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and the car in front of you moves.
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You steer to the left and to the right...
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and the car in front of you moves
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to the left and then to the right.
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And then, quickly, it sinks in
that the car you're controlling
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is actually the car you're following.
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Your perspective as the
player is entirely separate
-
from what you're
controlling as the player.
-
In other words, you're pursuing... you.
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Now, as you can see, the
car that you're sitting in
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is moving, too - but, crucially,
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you're not the one who's
controlling that car.
-
The car you're sitting in
is moving automatically,
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seemingly operated by
an AI-controlled driver
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who's tailing the car
you're actually controlling.
-
It's basically like a chase
mission in any other video game
-
just like you've seen
countless other times -
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except for this time,
it's flipped on its head.
-
This time, you're the one being followed,
-
while simultaneously seeing it all unfold
-
from the perspective of the
car doing the following.
-
And while it's hard for me to guess
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how well this comes across on video,
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all these elements
combine to make something
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that is very, very odd to play.
-
There's something
shocking and disorienting
-
about seeing a first-person
perspective on your screen
-
but also not controlling that perspective
-
while remotely operating
the car that you're tailing.
-
It's the closest a video
game has ever gotten
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to feeling like a true
out-of-body experience,
-
and it's an experience
that has stuck with me
-
ever since I first played
this game back in 2011.
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Now, when I first played
Driver: San Francisco
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eight years ago,
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I kinda just played
through this mission once,
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start to finish, marveling
at the unique perspective
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that this mission granted you,
-
but then moving on to
the rest of the game.
-
But I've always felt like if
I ever came back to this game,
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I'd wanna pick this mission apart
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and see what makes it tick,
-
and that's part of what
I hope to accomplish
-
with this video.
-
See, as cool as this mission
is, it's also pretty linear.
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The whole thing takes
place with you driving down
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this completely locked-down race course
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with no exits or detours -
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pretty much just a
straight shot to the exit.
-
I've always assumed that
the developer Reflections
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designed this mission this way
-
due to the technological limitations
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of this weird second-person camera
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that they built just for this mission.
-
Perhaps there was no way
for them to get this camera
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to behave properly in
the actual open world
-
with all the various streets, elevations,
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and alleyways you could dip into -
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not to mention the other street traffic.
-
And on top of that,
they built this mission
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with a pretty strict countdown timer,
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forcing you to hit the
checkpoints in rapid succession -
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something that I've always
assumed was placed there
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to keep you from ever
veering too far off the path
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and breaking the game somehow.
-
Still, I've always wondered about
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the actual limitations of this mission,
-
and I knew that this time
around I wanted to test out
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whether or not there
was any way to escape -
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so before finishing the mission, I paused,
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started it over, and then this time,
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instead of starting the race as intended,
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I swung the car into a 180,
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driving the car backwards
in the wrong direction.
-
Now, when I do this, the AI driver
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immediately begins panicking,
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rapidly spinning the steering wheel
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trying desperately to
keep my car visible in frame,
-
and then eventually, it
turns around 180 degrees
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to reveal what looks like
the entire open world
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of Driver: San Francisco -
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seemingly 100% accessible to the player.
-
Now I drove away from the
racetrack and began exploring,
-
and I kept bracing myself to
hit some kind of invisible wall
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or failure state for going off course,
-
but it never happened.
It all actually worked.
-
I merged into traffic
-
and the second-person camera followed me,
-
immaculately bobbing and weaving
-
through the other cars on the road.
-
It was around this time that
I noticed...
-
there was no timer.
-
It turns out that Reflections
-
had generously designed this mission,
-
intentionally or unintentionally,
-
so that the mission countdown timer
-
doesn't actually begin until
you reach the first checkpoint -
-
meaning that if you never
hit that first checkpoint,
-
you can drive around forever.
-
(car engine roaring)
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(car passing on right honks)
-
This led to what I can only describe
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as a transcendent video game experience.
-
It felt like I was seeing something
-
that I was never meant to see.
-
This ability to explore the
city as much as I wanted to
-
all from this wholly unique,
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extremely surreal second-person viewpoint:
-
it felt like a magical experience
-
and one that almost nobody else
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has experienced for themselves.
-
Now, revisiting this mission
-
and managing to escape the confines
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laid down by the developers
all those years ago,
-
I really wanted to try and
push this thing to its limits.
-
I couldn't resit trying
to break things a little:
-
I drove the car off ramps, into
upcoming traffic, all of it.
-
But surprisingly, it
held together perfectly.
-
That is, until I tried one specific thing.
-
See, I haven't talked about it before,
-
but this mission actually
does have a failure condition.
-
In the lower-right corner of the screen
-
there's a health meter,
-
and it represents the
health of Tanner's car:
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the car you're chasing / driving.
-
But if you get into
one too many collisions
-
while driving this car
in the second person,
-
you can actually run out of health,
-
causing Tanner to die and
the mission to end in a loss.
-
This is actually pretty hard to achieve
-
on the default mission path they laid out,
-
but driving into
oncoming lanes of traffic
-
and ramping off car transporters
-
had taken its toll on my vehicle
-
and I only had a small
sliver of health left.
-
Wanting to explore this
mission as long as possible,
-
I gingerly pulled Tanner's
car into a narrow alleyway
-
and then decided to try out the one thing
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I hadn't attempted yet:
-
I turned around and drove
the car,
-
in the second person,
-
directly at myself.
-
(music)
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This put the AI driver
in a weird position.
-
It now had to drive backwards
just to keep me in the frame,
-
and it was also narrowly sandwiched
-
between the two walls of the alley,
-
giving it almost no room to maneuver.
-
I kept driving towards myself,
-
putting on the pressure,
closer and closer, and then...
-
(car engine roaring)
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(car screeching)
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(cars crashing)
-
- [Leila] Nice work.
-
- It broke.
-
All at once, the second-person
vehicle shoots into a wall,
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clips through it,
-
and then launches hundreds
of feet into the air.
-
Briefly, one frame at a time,
-
we can get glimpses of
the chaos that unfolded:
-
we see the car inside the wall,
-
then we see the car's
front console flipped over;
-
we see what appears to be the ocean floor
-
and then the pavement
as seen from underneath;
-
we see rooftops, the driver's arm,
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the sky, trees, abstract geometry -
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and then the city from above,
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flooded with unloaded geometry.
-
After that, we see the car
spinning and spinning in mid air,
-
giving us glimpses of
San Francisco from above,
-
before finally getting so high
-
that nothing can be
seen but endless ocean.
-
And then,
-
black.
-
(music)
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Suddenly, all at once, the
car snaps back to earth.
-
The health meter for Tanner's
vehicle turns blindingly white
-
and then the second-person viewpoint
-
fills with an orange-yellow
hue: Tanner's car.
-
Quickly it becomes clear
that the second-person car
-
has somehow spawned inside
of Tanner's vehicle,
-
dealing infinite damage to the car.
-
(cars crashing)
-
A deafening crash sound can be heard
-
and shattered glass flies everywhere,
-
and then, for a brief moment,
right before the mission ends,
-
the camera inexplicably
shifts into Tanner's car
-
where the car is balanced on its nose,
-
its windshield shattered,
-
thrust impossibly through another vehicle.
-
And then, horrifically, the camera clips
-
through the back of
Tanner's partner's head
-
and shows us the backside
of his eyeballs and tongue:
-
a truly terrifying
second-person perspective
-
if ever there was one.
-
(music)
-
Shaken by my other-worldly
encounter seemingly brought on
-
by pushing this already
existential mission to its limits,
-
I reset the mission
-
and played it beginning
to end one last time -
-
this time careful to do it the right way,
-
not wanting to disturb
whatever eldritch being
-
I'd upset by breaking the
mission in the first place.
-
After all, I thought, I
know that every mission
-
in Driver: San Francisco
-
ends with a continue and retry option,
-
so if I really wanted to
explore this mission again,
-
I could always hit the retry
button to give it another shot
-
after running through it normally.
-
So I proceeded to complete
the mission as intended -
-
a mission, by the way, that
ends with the antagonist Jericho
-
actually taking over your body
-
and attempting to drive you
into a lethal car accident:
-
(car engine roaring)
- You mean... Jericho!
-
- [Leila] Sit back and enjoy the show.
-
Not many people get to
watch themselves die.
-
- ...a problem that
Tanner decides to solve
-
by, disturbingly enough, shifting
-
for the first and only time in the game
-
into his partner Jones' body.
-
Yes, that partner.
-
- [Jones] What the heII is going on?
-
- Anyways, I
go to finish the mission
-
the normal way, staying on the path,
-
fully expecting the restart option
-
that appears after most
missions to show up.
-
Instead, I get to the end of the mission, and -
-
for some reason that
I still can't explain -
-
the only option was continue.
-
The reset option had vanished.
-
Panicked, I quickly hit
ALT+F4 and existed the game,
-
hoping I could load up my save file
-
and play through the mission
again, but it was too late.
-
It had already autosaved over my file
-
and the mission was gone with
no way to replay it again.
-
(music)
-
Look, Driver: San Francisco is a game
-
full of weird, interesting,
strikingly-designed missions -
-
but, to me, "The Target"
has always stood out
-
as the perfect example of
what makes this game special.
-
Video games are an entire medium
-
built around taking over others' bodies,
-
and Driver: San Francisco
is a richly existential
-
and metatextual reflection of this idea.
-
This mission in particular
brought these ideas to the fore
-
in a way that I wasn't fully prepared for
-
and that I'm only now beginning
to wrap my head around,
-
years and years later.
-
Even writing the script for this video
-
felt like a mind-bending exercise
-
in trying to explain something
-
that is borderline unexplainable.
-
You really have to play it for yourself
-
to get a full sense of how
crazy this mission feels.
-
In designing this mission,
Reflections took decades
-
of 3D video game conventions
and turned them on their head
-
to create what feels a truly
out-of-body experience.
-
That, to me, is an
accomplishment worth celebrating.
-
Please play "Driver: San Francisco."
-
(car engine roaring)
-
- [Leila] If you're
here, who's in your body?
-
- [Tanner] Well, no one.
-
...oh God.
-
(door shuts)
-
(keys jingling)
-
(car revving)
-
- All right, so a couple quick updates
-
on the "Driver: San Francisco" situation.
-
The petition to get
Ubisoft to re-list the game
-
that I mentioned at the
end of my last video
-
is now at over 70,000
signatures, which is insane.
-
Please, if you have any
interest in this game,
-
please sign this petition.
-
It now feels like 100,000
is within our grasp,
-
which is crazy, and I
can't believe I'm saying,
-
but it could happen -
-
which, to me, feels like
an unignorable number.
-
But! In the meantime, as
you might have noticed,
-
Ubisoft has not re-listed the game -
-
they have been ignoring the
70,000 signatures we have.
-
And on a totally unrelated
note, not connected at all,
-
Driver: San Francisco,
since my video last month,
-
has been in the top 10
most downloaded games
-
on The Pirate Bay.
-
...totally no relationship there,
-
not mentioning that for any reason at all.
-
Just saying, the game is not available
-
and it's also one of the
most pirated video games,
-
and has been in the top
10 most pirated games
-
for the past month.
-
Just a coincidence.
-
Also, totally unrelated to the fact
-
that this game is apparently
very popular on Pirate Bay,
-
did you know that if you go
to NordVPN.org/babylonian
-
you can go to websites,
illicit or non-illicit,
-
without being tracked by
your ISP or anybody else?
-
So that means that, for example,
-
if you were to go to - and
I'm not saying you should -
-
a website that allowed you
to download a video game
-
that is no longer available
and can be easily pirated
-
with just a few clicks
-
and you don't wanna get an
angry email from your ISP
-
saying you can't do that,
-
you should invest in a VPN. (laughs)
-
If you go to NordVPN.org/babylonian
-
and use coupon code "babylonian",
-
you'll get 70% off their three-year plan
-
and get one full month
of VPN coverage free.
-
But yeah, if you enjoyed this video,
-
please share it with anyone
you think would like it,
-
and/or subscribe to my channel
-
if you'd like to see more
stuff like this in the future.
-
I've got a lot of videos
-
in various stages of production right now
-
that I'm really excited
to get out into the world,
-
and I can finally start
thinking about them
-
now that this one's done.
-
So yeah, that's it from me for this time.
-
Hopefully the next video
comes out a little quicker.
-
I've got a lot of ideas
that have nothing to do
-
with Driver: SF, I just... this one
-
has been on my mind for a while
-
and I'm glad to finally have it done.
-
So thank you for watching,
and I'll see you next time.
-
(music)