To capture the sound of a crash, developers used a giant excavator

To capture the sound of a crash, developers used a giant excavator
Image: Intellect (generated)

In short: How do you simulate the visceral crunch of metal on metal in a 1999 video game? Reflections Interactive didn't just use software. They went to a real wrecker's yard and hired a massive JCB excavator to drop cars on top of each other to record the perfect audio.

The 1999 release of Driver, subtitled 'You Are the Wheelman' in North America, was a landmark in action driving. Developed by Reflections Interactive, the game was designed to evoke the cinematic feel of car chases, specifically drawing inspiration from the 1978 film 'The Driver.' This influence was so direct that the game's tutorial level was essentially lifted from a scene in that movie.

Miami, San Francisco, Los Angeles, and New York were included in the title, yet the settings only slightly mirrored real-world maps. A notable exception was the bonus city of Newcastle, which served as the home base for Reflections Interactive. This area was small and lacked missions, accessible via gameplay on PC or a cheat device on PlayStation.

The game's mechanical identity was defined by a balance of 'true physics and arcade functionality.' Critics praised it for being neither as demanding as a simulator nor as unrealistic as its contemporaries. However, this balance led to a polarizing experience: while many loved the 'easy to learn, hard to master' flow, the opening tutorial and final mission were frequently cited as being so difficult they landed the game on 'hardest PS1 games' lists.

Commercially, Driver was a massive success, selling over 4 million units and grossing $150 million by the year 2000. It achieved 'Platinum' status in Germany and became one of the top-selling computer games in the United States. Its legacy was cemented by its unique ability to offer an open-world exploration experience in major US cities, a feat that was notable for its time.

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