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You can get the first car in the lead, Shift into the second and get it to the front of the pack, only to find that the other car is no longer in the lead and has instead fallen to third or fourth place. For example, in some races, you need to ensure that both of your team members finish in first and second place. When you're outside of the body you're supposed to be controlling, the AI takes over for you, but it's not always effective. Another option would be to grab a bus and use it to block two lanes of traffic. For example, if you're trying to escape from the cops, one option is to jump into opposing traffic and smash into your pursuers head-on, stopping them cold. Driver: San Francisco is no exception however, if you see a ride you want to try out on the street, a joyride is just a Shift away.Īside from joyriding, one of primary reasons for Shift is giving the player the ability to use the environment as a weapon. Let's face it: Most driving games give you crappy cars at the start and make you work your way up to get nicer rides. Initially, most players will likely use Shift simply as a means of quickly trying out new cars.
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The Shift ability gives you an uncanny amount of access to the virtual San Francisco, but you can't rely on it 100% of the time - mostly because time doesn't stop while you're Shifting it only slows down.
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If you've ever seen a movie where the camera starts out high in the sky and then zooms down until it has centered on a single person, that's exactly what the effect is like. Shift allows Tanner to jump out of his body by zooming out on the city map and then jump into almost any other car on the street simply by zooming in. Having the plot of a major release revolve around the mental fantasyland of a coma patient may not be the most traditional storytelling attempt, but Ubisoft Reflections manages to pull it off and use it as the basis for a key gameplay element: the new Shift mechanic.