Publisher: Ubisoft

Developer: Reflections Interactive

Category: Sports

Release Dates

N Amer - 03/14/2006

Official Game Website


Driver: Parallel Lines Review

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If it looks like it, walks like it, and smells like it, the usual assumption is that it's just that. Diver: Parallel Lines smells like Grand Theft Auto, but the taste isn't quite right. It's got the same concept, similar to the way a frozen dinner resembles entrees from the Olive Garden. Though it may be appetizing when faced with no other option, Lean Cuisine is hardly a substitute for the real thing.

Set in the 1970s, Parallel Lines is about a guy with a dream and the revenge he will have when that dream is crushed. Long story short, players get to control the main character, TK, through two different worlds. Correction, make that the same world set in two different eras: New York. It's big, familiar, and has hundreds buildings that tower over the screen. Neat concept, but in a generation where zillions of other games share that concept, it's the execution (not originality) that defines the product.

With TK behind the wheel, the game starts like a rusty old van: it moves, just not that well. The introductory missions almost seem like a bad joke. They were designed to help players familiarize themselves with the controls. I can respect that. However, the controls mirror those implemented in the Grand Theft Auto series. Steal cars by pressing the triangle button; press it again to exit. The rest is common sense. With over 11 million copies of Vice City in gamers' hands, you can't make me believe that this game's target audience will come looking for a tutorial. If you were clueless, so what!  It's more fun to experiment and learn the basics on your own. 

 

That's one of the areas where Parallel Lines comes up short. I didn't keep track of the number of different cars on the road, but I'd say I drove at least a few dozen unique models. Compact cars have better handling than large trucks; sports cars go faster than the Bronco-type vehicles. Motorcycles are dangerously fast, making them the most exciting vehicle in the game. There are a couple of surprises in store, including one that the developer revealed months ago: when 2006 arrives, so do new vehicle aesthetics.

It's fun to cruise around and see how much traffic you can avoid crashing into, but eventually you're going to want to complete some missions. Retrieve dirty money, compete in illegal street races, hunt down (and run over) evil men who failed to pay their debts. The story is essentially about money, and later revenge. Both result in unforgivable sins and bloodstained streets, but only one can get you a shiny new upgrade for your illegal ride.

Vehicles can be tweaked, upgraded, and repaired at various garage hot spots. These spots make navigating the city a little less boring. The environment is big and there isn't much to do. Missions are far apart, and no matter how much you enjoy cruising, its thrills are limited and will eventually disappear. You can bypass a fair amount of the game's boring commute by visiting the closest garage.

If there's one thing this game could've done without it's pedestrians. I know GTA popularized this aspect, but there are just too many in this game. I almost hated dodging them as much as I hated hitting them. Aside from acting as an annoying bump in the road (your vehicle has a brief speed dip after every hit), seeing polygon bodies fly into the air is disgusting, not exciting.

Yes, I do have a choice – I can avoid hitting them at all costs. The point of a game like this, however, is to complete each mission as quickly and as lethally as possible. Nonetheless, I'd rather save the body bags for my adversaries. 

 

Moral issues aside, Parallel Lines experiments with the idea of realistic police officers. Take a look around the city. Do you see any cops? If not, steal a car or two. Cause an accident. Shoot a thug. Do whatever you please! The golden police rule is this: if we don't see it, it didn't happen.

However, if they should see you make the slightest mistake, all bets are off. They'll sound their sirens and fight to take you in.

Just how picky are these cops? They don't like speeding. They don't like it if you bump into other drivers while changing lanes. They don't want you to run red lights, to drive on the curb, or to perform any dangerous maneuvers. It sounds rough and it probably would have been had the developers not included two wanted meters.

One is for violations while behind the wheel of a motor vehicle; the other is for violations they personally see you commit. If you steal a car without being seen, the cops will target the vehicle, not you. Thus you can ditch the ride, steal another one (when the coast is clear) and drive away like nothing happened. The police will stay attached to that vehicle -- and any other you're seen committing crimes in -- as long as TK himself stays hidden. 

 

Interestingly, if TK is seen committing a crime, you can avoid police detection by stealing another vehicle. You have to make sure the cops are nowhere in sight while doing it, and if successful, you can drive away unnoticed.

I gotta give Parallel Lines credit for this idea. It's easy to get a police officer's attention, and with this feature you have multiple ways of dealing with that problem. I like GTA's wanted meter, but this dual system is much more flexible. It lets you be a sneakier, slimier scumbag – just like real criminals.

Review Scoring Details for Driver: Parallel Lines

Gameplay: 6.5
Parallel with Grand Theft Auto? Not quite. Driver: Parallel Lines’s flawed controls, drab environments, and a lack of interesting side quests make cruising the streets less fun than cruising real streets. In real life you have to obey the law. Oh wait, you have to do that in this game too. Am I missing something? I can run over pedestrians as long as a cop doesn’t witness it, but oh boy if I speed when tracking a perp – sound the alarms ‘cause I’m in trouble.

Graphics: 5
Somebody beat up my car. And the buildings, the pavement, and the pale blue sky. Driver: Parallel Lines is rather ugly for a game that follows so closely in GTA’s footsteps. First I saw the characters, which looked boring to say the least. Then I noticed the buildings, which also looked boring and were devoid of detailed textures. Third, I saw the result of a serious collision.

I could’ve forgiven the lack of realistic metal crumples, broken windshields, and a visibly deteriorating body six years ago. Back then I hadn’t played Grand Theft Auto 3 yet, nor had I played NASCAR Thunder. Driver: Parallel Lines’ attempt at creating these effects is laughable. The way the vehicles fall apart is not realistic nor cool. The pieces look as though they were separate from the start, as opposed to a whole car that was welded together. There are worse looking games in the bargain bin, you can count on that. But why a game on this level, with this much hype, and this much potential should look so dated – it doesn’t make any sense.

Sound: 6.5
70s music is an acquired taste. I guess that’s true of any type of music, but I’m just not feeling the love for Parallel Lines’ soundtrack. The modern music is okay, if not a little too common for today’s video games.

Difficulty: Easy/Medium
Nowhere near the challenge of the series Parallel Lines borrows its material from, Grand Theft Auto. There are cheap and frustrating moments, and times when you’ll wish you were invisible to avoid another inevitable police encounter. I suppose the frequent police chases were created to fill in the gaps and provide excitement during the long and boring drives in between missions. It’s too bad it didn’t work.

Concept: 6.5
The idea of two wanted meters is solid, respectable, and should be adapted by other adult driving games. The lack of missions, copycat gameplay, GTA controls and other unoriginal features are, however, unacceptable.

Overall: 6.5
Driver: Parallel Lines shows up on gamers' doorsteps as a Grand Theft Auto wannabe. If the game kicked as much butt as GTA, who could complain? Like most who have dared to take on the king, this game failed. There were a few moments of intensity, and a few minutes of excitement, but it’s not what it should be. I’m hoping they can get it right next time, but if “getting it right” just means another GTA clone, I’ll pass. This series needs to have more than one original feature if it wants to survive.



Driver: Parallel Lines Comments (1)

And they did it again
Ace on February 23, 2008, 03:27:16 PM

 

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GameZone Review Detail

Gameplay6.5
Graphics5
Sound6.5
DifficultyEasy/Med
Concept6.5
Overall6.5

6.5

GZ Rating

Driver: Parallel Lines shows up on gamers' doorsteps as a Grand Theft Auto wannabe

Reviewer: Louis Bedigian

Review Date: 03/28/2006


ESRB Rating

Mature
Blood
Partial Nudity
Drug Reference
Intense Violence
Sexual Themes
Strong Language

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