cjelly said:
Switch that around and you're probably closer to the mark.
The problem with this game is the same problem that the vast majority of games this gen suffer with: You feel like you are the first person to actually sit down and play the game.
Playing through season mode, you feel like there are so many shortcomings (some big, some small), that if someone had actually bothered to sit down and play through the game just once, they would have realised this one needed about six months longer in the oven.
I would be surprised if the majority of people who buy this game actually bother to get any further than about Episode 4 in Season mode.
Like I said, this isn't just a problem with Split/Second, it's a problem with umpteen games released this gen: You feel like nobody has actually sat down and played it.
After spending longer with it now the minor niggles from before are starting to piss me off as the game has gotten much harder.
I think that two things didn't happen during the development of this game:
1. It does feel like nobody has actually sat down and played through the entire game to see what the experience is like. There are some rather obvious things both in the tracks and the game itself that are screaming to be tweaked but it seems they were either not noticed or they didn't bother to fix them. Usually Step 2 highlights these things better than any developer can because if you work on a project you a) get too good at the game, and b) get to close to it so can't see any issues (wood for trees etc).
2. Focus Testing. At any point was this game focus tested? I have to say I don't think it was, there are numerous annoying things in the game that any focus group would typically highlight. Perhaps the devs didn't bother doing one (definitely feels like this is the case) or if they did the group was either a) totally unusable so badly organised or b) they didn't react to any of the issues highlighted. A game these games should go through at least two focus tests, many more if its multiplayer heavy.
However in Blackrocks defence, tuning and balancing the game is very, very hard, and it always ends up being done very near to the end of the project where time is incredibly tight. I would imagine they got some of their best players in the team and the QA guys to just OK that the game is completable, and that there is
some form of difficulty curve, then call it a day.
I dunno, its a decent game, but its too fucking frustrating to fully enjoy.