History VideoGame / SplitSecond

16th Mar '18 9:52:20 PM klausbaudelaire
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* AKA47: Kinda. The vehicle companies seem to be pastiches of real companies. Ryback has more chunky vehicles that bear a strong resemblance to the modern versions of classic American muscle cars (Camaro, Mustang, Challenger, etc). Cobretti cars are sleeker, with a name evocative of Italian manufacturers (Ferrari, Lamborghini and Pagani). Hanzo is of course the Japanese company, with a name close to Mazda and Honda.


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* {{Fauxrrari}}: The vehicle companies seem to be pastiches of real companies. Ryback has more chunky vehicles that bear a strong resemblance to the modern versions of classic American muscle cars (Camaro, Mustang, Challenger, etc). Cobretti cars are sleeker, with a name evocative of Italian manufacturers (Ferrari, Lamborghini and Pagani). Hanzo is of course the Japanese company, with a name close to Mazda and Honda.
26th Feb '18 10:25:15 PM TeraChimera
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* BoringButPractical: The helicopter-dropping-a-bomb Power Plays are easily the most boring ones in the game, both visually and conceptually. But they're reusable from lap to lap, are a near-guaranteed wreck if timed correctly, and most tracks have one just before the end, letting you destroy the car you're right behind in the race's last seconds.
6th Feb '18 12:08:35 PM SolidSonicTH
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* VariableMix: Each theme has three variations which play at different stages in the race. Each mix adds more instruments and changes the pitch in order to ramp up the intensity as you close in on the finish. The music segues whenever it's forced to pause (such as a noteworthy Power Play or if you crash). On three-lap courses each mix plays on the start of a new lap while two-lap races are more blended. The easiest way to force the game to switch music is by pausing and unpausing the game as long as you know the points at which the theme changes. If nothing forces the music to pause, it'll just keep playing the same theme (so if you're driving a particularly fast vehicle on Easy difficulty, you can keep the music the same for the whole race by outrunning everyone and never triggering a Power Play).

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* VariableMix: Each theme has three variations which play at different stages in the race. Each mix adds more instruments and changes the pitch in order to ramp up the intensity as you close in on the finish. The music segues whenever it's forced to pause (such as a noteworthy Power Play or if you crash). On three-lap courses each mix plays on the start of a new lap while two-lap races are more blended.begin on the second variation. The easiest way to force the game to switch music is by pausing and unpausing the game as long as you know the points at which the theme changes. If nothing forces the music to pause, it'll just keep playing the same theme (so if you're driving a particularly fast vehicle on Easy difficulty, you can keep the music the same for the whole race by outrunning everyone and never triggering a Power Play).
4th Feb '18 8:59:31 PM SolidSonicTH
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* NintendoHard: Get ready to tear your hair out trying to win the Detonator events. The times you're required to beat feel as though the developers took the best time from their team, rounded it down to an even value, then subtracted one second and expect you to beat that time. Very often you'll find the biggest obstacle in these events is not the automatic Power Plays but the car's own top speed and acceleration.
4th Feb '18 8:45:58 PM SolidSonicTH
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* VariableMix: Each track has three variations, and fades between them as the race becomes more or less intense. This is especially noticeable in the Elite Races given their difficulty often causes it to reach the highest intensity. It's also easy to hear in Free Play on the Easy, on a track you have down to muscle memory, with a supercar: You'll never have the music reach it's highest point because you'll be so far ahead they can never keep up.

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* VariableMix: Each track theme has three variations, and fades between them as the race becomes more or less intense. This is especially noticeable variations which play at different stages in the Elite Races given their difficulty often causes it to reach race. Each mix adds more instruments and changes the highest intensity. It's also easy pitch in order to hear ramp up the intensity as you close in Free Play on the Easy, on finish. The music segues whenever it's forced to pause (such as a track noteworthy Power Play or if you have down crash). On three-lap courses each mix plays on the start of a new lap while two-lap races are more blended. The easiest way to muscle memory, with a supercar: You'll never have force the game to switch music is by pausing and unpausing the game as long as you know the points at which the theme changes. If nothing forces the music reach it's highest point because you'll be so far ahead they to pause, it'll just keep playing the same theme (so if you're driving a particularly fast vehicle on Easy difficulty, you can keep the music the same for the whole race by outrunning everyone and never keep up.triggering a Power Play).
26th Jan '18 8:46:10 PM out-of-usernames
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* AKA47: Kinda. The vehicle companies seem to be pastiches of real companies. Ryback has more chunky vehicles that bear a strong resemblance to the modern versions of classic American muscle cars (Camaro, Mustang, Dodge Challenger). Cobretti cars are sleeker, with a name evocative of Italian manufacture (Ferrari, Lamborghini). Which makes Hanzo the Japanese company (name close to Mazda, Honda).
* AttackReflector: You eventually get the opportunity to destroy those damn helicopters by sending their missiles right back at them.
* AwesomeButImpractical: The Elite Goliath. Good lord is it built like a tank, but reaching top speed is not easy. Almost all of the other trucks suffer a problem in that it's easy for them to ignore shock effects... but if they're shoved far enough off course, they won't be able to recover in time and crash ''anyway''.

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* AKA47: Kinda. The vehicle companies seem to be pastiches of real companies. Ryback has more chunky vehicles that bear a strong resemblance to the modern versions of classic American muscle cars (Camaro, Mustang, Dodge Challenger). Challenger, etc). Cobretti cars are sleeker, with a name evocative of Italian manufacture manufacturers (Ferrari, Lamborghini). Which makes Lamborghini and Pagani). Hanzo is of course the Japanese company (name company, with a name close to Mazda, Honda).
Mazda and Honda.
* AttackReflector: You eventually get the opportunity to destroy those that damn helicopters helicopter by sending their missiles right back at them.
it.
* AwesomeButImpractical: The Elite Goliath. Good lord lord, is it built like a tank, but reaching top speed is not easy. Almost all of the other trucks suffer a problem in that it's easy for them to ignore shock effects... but if they're shoved far enough off course, they won't be able to recover in time and crash ''anyway''.''crash anyway''.



** Also, the Ryback Firestorm car, which is awarded if the player reaches 3600 credits (meaning you have finished ''1st'' in '''''every single event in the game'''''). By that point, you don't really need it for anything anymore. Even if you want to use it for multiplayer races, it'll only come in handy if you can drift ''perfectly'' well. In contrast, the penultimate car, the Hanzo FX 350, is a very fast and controllable car that is much better than the Firestorm overall.
* CliffHanger: For a racing game, interestingly enough- [[spoiler: after the championship race, you're doing the winner's podium shots when things start blowing up, even though the power plays were already deactivated, and then an army of rogue vehicles with mysterious logos on them show up, and finally the scene cuts to black with "TO BE CONTINUED" on the screen.]]
** [[spoiler:If you listen to the guy on the mic, it sounds like he's talking about a now-defunct company that did a show similar to Split Second several years ago. Apparently the company wasn't as shut down as the Split Second team thought.]]

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** Also, the Ryback Firestorm car, which is awarded if when the player reaches 3600 credits (meaning you have finished ''1st'' in '''''every single event in the game'''''). By that point, you don't really need it for anything anymore. Even if you want to use it for multiplayer races, it'll only come in handy if you can drift ''perfectly'' well. In contrast, the penultimate car, the Hanzo FX 350, FX350, is a very fast and controllable car that is much better than the Firestorm overall.
* CliffHanger: For a racing game, interestingly enough- [[spoiler: after the championship race, you're doing the winner's podium shots when things start blowing being blown up, even though the power plays were already deactivated, and then an army of rogue vehicles with mysterious logos on them show up, and finally the scene cuts to black with "TO BE CONTINUED" on the screen.]]
** [[spoiler:If you listen to the guy on the mic, it sounds like he's talking about a now-defunct company that did a show similar to Split Second several years ago.until 1982. Apparently the company wasn't as shut down as the Split Second team thought.]]



* DontTryThisAtHome: In no small part, the developers and the game itself make quite the effort to tell you that everything portrayed within is entirely fictional, and should NOT be attempted in real life for any reason. They again, this is DISNEY we are talking about.

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* DontTryThisAtHome: In no small part, the developers and the game itself make quite the effort to tell you that everything portrayed within is entirely fictional, and should NOT be attempted in real life for any reason. They again, this This is DISNEY ''Disney'' we are talking about.



* EverythingTryingToKillYou: Detonator events, where the course's Power Plays trigger by themselves, forcing you to outmaneuver them and keep your speed. During Season mode, these must be beaten in a certain amount of time (which is ''ridiculously'' unforgiving; scraping by with mere miliseconds is par for the course and you ''will'' restart).
** Even moreso in multiplayer when you're driving ahead of the pack, bombarded with the combined power (and bodywork) of everyone behind you. And with drifting, power flows in like water.

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* EverythingTryingToKillYou: Detonator events, where the course's Power Plays trigger by themselves, forcing you to outmaneuver them and keep your speed. During Season mode, these must be beaten in a certain amount of time (which is ''ridiculously'' unforgiving; scraping by with mere miliseconds is par for the course and you ''will'' restart).
restart most of the time).
** Even moreso more so in multiplayer when you're driving ahead of the pack, bombarded with the combined power (and bodywork) of everyone behind you. And with drifting, power flows in like water.



** The developers flat out admitted that they came up with the StuffBlowingUp concept first and only later asked "OK, how to we justify this?"

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** The developers flat out admitted that they came up with the StuffBlowingUp concept first and only later asked "OK, how to do we justify this?"



* OneHitKill: In Survival Mode, some of the ExplodingBarrels launched from the semis are red rather than blue and will Wreck you instantly. Once time's up, you enter Overtime and the trucks ''only'' drop reds. [[OhCrap Good luck.]]

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* OneHitKill: In Survival Mode, some of the ExplodingBarrels launched from the semis are red rather than blue and will Wreck wreck you instantly. Once time's up, you enter Overtime SuddenDeath and the trucks ''only'' drop reds. [[OhCrap Good luck.]]



* RunawayTrain: One Route Changer sends a train careening down a track next to the course before blowing up. You can get a CosmeticAward for taking out three or more racers with this: [[IncrediblyLamePun The Pain Train]].

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* RunawayTrain: One Route Changer sends a train careening down a track next to the course before blowing up. You can get a CosmeticAward [[CosmeticAward decal]] for taking out three or more racers with this: [[IncrediblyLamePun The Pain Train]].



*** One of the Survival courses takes place in a storm drain, giving a feel very similar to a ChaseScene in ''Film/Terminator2JudgmentDay''.
** The achevement/trophy names have shout outs to ''Hercules'', of all things- the ones named ''Going the Distance'' and ''Zero to Hero'' specifically. Yeah, Disney Interactive published the game, but still.

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*** One of the Survival courses takes place in a storm drain, giving evoking a feel very similar to a ChaseScene in ''Film/Terminator2JudgmentDay''.
** The achevement/trophy achievement/trophy names have shout outs to ''Hercules'', of all things- the ones named ''Going the Distance'' and ''Zero to Hero'' specifically. Yeah, Disney Interactive published the game, but still.



** On each track on the hardest difficulty (which kicks in somewhere around Season 7) there are one or two AI opponents who can (and will) drive the track with 100% precision, meaning the only way to slow them down is to hit them with Power Plays. If you let them overtake you and get out of sight, they'll have a 10 second lead on you in no time flat. This is exceptionally noticeable in the Elite Races, where ''Torpedo'', ''Vixen'' and ''Raptor'' are the major offenders, and can rack up a ''20'' second lead if left to their own devices.

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** On each track on the hardest difficulty (which kicks in somewhere around Season 7) there are one or two AI opponents who can (and will) drive the track with 100% precision, meaning the only way to slow them down is to hit them with Power Plays. If you let them overtake you and get out of sight, they'll have a 10 second lead on you in no time flat. This is exceptionally noticeable in the Elite Races, where ''Torpedo'', ''Vixen'' Torpedo, Vixen and ''Raptor'' Raptor are the major offenders, and can rack up a ''20'' second ''20 second'' lead if left to their own devices.



** It's a small blessing that the AI ''really'' cannot handle being on the recieving end of Power Plays; if they start going off course the drivers seem to panic. Sometimes a simple explosive barrel can outright wreck even the built-like-tanks trucks, even when it'll do hardly anything to your probably fairly flimsy car on a direct hit.

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** It's a small blessing that the AI ''really'' cannot handle being on the recieving end of Power Plays; if they start going off course the drivers seem to panic. Sometimes a simple explosive barrel shockwave-based power play (gas stations, tanker trucks) can outright wreck even cause the built-like-tanks trucks, trucks to outright ''fall apart'', even when it'll do hardly anything to your probably fairly flimsy car on a direct hit.
21st Jul '17 7:07:45 AM Meta7
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** Also, the Ryback Firestorm car, which is awarded if the player reaches 3600 credits (meaning you have finished ''1st'' in '''''every single event in the game'''''). By that point, you don't really need it for anything anymore. Even if you want to use it for multiplayer races, it'll only come in handy if you can drift ''perfectly'' well. In contrast, the penultimate car, the Hanzo FX350, is a very fast and controllable car that is much better than the Firestorm overall.

to:

** Also, the Ryback Firestorm car, which is awarded if the player reaches 3600 credits (meaning you have finished ''1st'' in '''''every single event in the game'''''). By that point, you don't really need it for anything anymore. Even if you want to use it for multiplayer races, it'll only come in handy if you can drift ''perfectly'' well. In contrast, the penultimate car, the Hanzo FX350, FX 350, is a very fast and controllable car that is much better than the Firestorm overall.
21st Jul '17 7:05:24 AM Meta7
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** Also, the Ryback Firestorm car, which is awarded if the player reaches 3600 credits (meaning you have finished ''1st'' in '''''every single event in the game'''''). By that point, you don't really need it for anything anymore. Even if you want to use it for multiplayer races, it'll only come in handy if you can drift ''perfectly'' well. In contrast, the penultimate car, the Hanzo FX350, is a very fast and controllable car that is much better than the Firestorm overall.



* [[InfinityPlusOneSword Infinity Plus One Car]]: The Cobretti Slipstream is an amazingly good car, especially if you love drifting, and works well on almost any track. The Elite S510 is a close second. The Elite cars are not actually that practical despite their awesomeness or good looks. The description for the Le Mans-esque car won by taking 1st in the final race lampshades this a bit:

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* [[InfinityPlusOneSword Infinity Plus One Car]]: Car]]:
**
The Cobretti Slipstream is an amazingly good car, especially if you love drifting, and works well on almost any track. track.
**
The Elite S510 is a close second. second (until you get the next tier of cars anyway). The other Elite cars however, are not actually that practical despite their awesomeness or good looks. The description for the Le Mans-esque car won by taking 1st in the final race lampshades this a bit:


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** The Cobretti 530 GTS. It's among the fastest cars in the game and by the point you get it, you can pretty much just zoom through every race.
** The Ryback Titan, the hardest truck to get, is a surprisingly good vehicle for races despite being a truck. It has the same top speed as the ''Cobretti 530 GTS'' above, and also has the highest acceleration among all the trucks. Moreover, being a truck, it's also extremely tough and stable to handle, leading to very few slowdowns.
** The Hanzo FX 350, awarded for reaching 3300 credits and likely the penultimate car you will unlock. It's the second fastest car in the game, ''but'' it doesn't have paper armor, is very driftable, ''and'' has a good grip for all those tight turns or for when you just don't feel like drifting. That says volumes about its practicality, considering how the fastest car in the game is pretty much just a LeeroyJenkins, and the ultimate car is just a pure-bred drifter.
8th Jun '17 7:13:39 AM erforce
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** Survival Mode, in which you have to overtake a series of semi-trucks that are dropping explosive barrels to stop you, is lifted almost directly from similar scenes in ''BadBoys II'' and ''Film/TheIsland''.

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** Survival Mode, in which you have to overtake a series of semi-trucks that are dropping explosive barrels to stop you, is lifted almost directly from similar scenes in ''BadBoys II'' ''Film/BadBoysII'' and ''Film/TheIsland''.
5th Sep '16 4:13:10 PM TeraChimera
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* BigDamPlot: One of the Route Changers involves the collapse of a dam, with the old route running on the outside of it.
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