The best game Ubisoft won't let you play

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So maybe I'm in the minority here, but if a game exists and the publisher doesn't want to take my money for the game, I'll just go sail the high seas and get it instead of going to shady third party sites where they sell stolen game keys.

👍︎︎ 256 👤︎︎ u/superdude4agze 📅︎︎ Dec 12 2019 🗫︎ replies

Hilarious video, but the game has always been a couple clicks away on any piracy website. Also, accepting obscure giftcards is pretty common for shady industries because they're largely untraceable. This is why most Indian scam centers ask for payment in iTunes giftcards.

👍︎︎ 80 👤︎︎ u/UncleSpoons 📅︎︎ Dec 12 2019 🗫︎ replies

Purchase method: Subway?!

👍︎︎ 95 👤︎︎ u/chucksef 📅︎︎ Dec 11 2019 🗫︎ replies

I played the original Driver so much.

👍︎︎ 28 👤︎︎ u/frozented 📅︎︎ Dec 12 2019 🗫︎ replies

idk about insane hoops. It's available on G2A via UPlay (though I don't recommend G2A).

👍︎︎ 19 👤︎︎ u/MangoAtrocity 📅︎︎ Dec 12 2019 🗫︎ replies

[removed]

👍︎︎ 51 👤︎︎ u/[deleted] 📅︎︎ Dec 11 2019 🗫︎ replies

God that's happened so many times in the past couple of years: I've clicked a really interesting gaming-related video, gotten engrossed in it, realised the dude is gonna drag a fairly simple point out for a half hour, then realised its Nick 'Sex Pest' Robinson and I shouldn't have clicked it in the first place.

👍︎︎ 51 👤︎︎ u/Oddminzer 📅︎︎ Dec 12 2019 🗫︎ replies

Can't watch the video right now but isn't this the game where you can jump from car to car? I remember it being received pretty well and playing it with a few mates. What happened to it, why is it so crazy that he got it?

👍︎︎ 8 👤︎︎ u/Deputy_McNuggets 📅︎︎ Dec 12 2019 🗫︎ replies

So he drove to subway for views?? It looked like they had normal ass payment methods available, like PayPal which offers buyer protections...

👍︎︎ 21 👤︎︎ u/M3mph1s 📅︎︎ Dec 12 2019 🗫︎ replies
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I'm not really a huge racing game guy in general, so I hope it means something when I tell you that one of my five favorite video games of all time is a game called Driver: San Francisco. Released by Ubisoft back in 2011 and part of the long-running Driver franchise, Driver: San Francisco is the type of game that you could easily walk past at a store, take one glance at the cover, and think is just another racing title - and that kind of reaction would be understandable, but it would also be wrong, because this game is one of the weirdest video games anybody has ever made, which I suspect is one of the main reasons I've been so obsessed with this game since it initially released. First, the premise. Driver: San Francisco begins as sort of this normal racing-action game where you're a cop named John Tanner - the same cop as in all the other Driver games - and it's the very first mission where things immediately begin to go off the rails. The end of that mission sees Tanner, your protagonist, getting in a disastrous car accident that leaves him suspended in a deep coma. I feel like this is the point where any other video game story would time-skip forward a few months or years to the protagonist waking up from the coma and sort of scrambling to put the pieces of what when down, but that's not what Driver: San Francisco does. Instead, Tanner - and you, as the player - spend the entire rest of the game inside of that coma. Also, he doesn't know he's in a coma but you do. Also, the entire game takes place inside of his head within that coma. And also, and this is the best part, in the coma-world where the game takes place, Tanner has this sort of superpower to leave his body and instantly take over the body of anybody else driving a car anywhere in San Francisco. I know that's a lot, but bear with me. This ability is called shift, and it sits at the core of what makes Driver: San Francisco such a special game. By tapping the A button, you immediately snap in to this overhead view of the city, and by tapping that button again, you pop right into any vehicle you can see. So instantly, in the blink of an eye with no load times, you're in control of that vehicle. It all feels ridiculously snappy, which is great, because if you're playing this game properly, you will end up use this feature a ton. (upbeat music) Now, t Shift mechanic has some really wild gameplay and story ramifications, but I think the craziest thing about it is that it just completely, flawlessly works. The game is also extremely generous about letting you use this power, too - aside from enemies, like opponents in a street race or cops during a car chase, you can jump into literally any car at any time and your use of the power is unlimited, so there's really no meter or anything else governing your ability to use it. If you're having trouble wrapping your head around this concept, the best thing I've come up with to describe it - and I hate myself for saying this - but the best way to describe it is Super Car-io Odyssey. That's basically what this game is. This is Super Car-io Odyssey. Now the developer Reflections - now known as Ubisoft Reflections - gave you a ton of freedom in this game and it opens up a lot of really interesting gameplay possibilities. So, for instance: let's say you're in the middle of a police chase and you're on the run from the cops. In Driver: San Francisco, you can shift into a civilian car that's heading in the opposite direction in the oncoming lane and then swerve that car into a head-on collision. And that's just one of countless options at your disposal. It's actually kind of stunning how much of a gameplay difference it makes to be able to instantaneously control other NPCs in a racing game. If I could only pick one example of what makes this mechanic so special, I would have to point to one YouTube video in particular. It's a video called "A clever trick in Driver San Francisco" and it's one of the first videos I ever uploaded to YouTube a whopping eight years ago. Here's the summary: I'm in a dirt buggy race, and after taking a bad turn, I manage to screw up and accidentally flip my car all the way over. The opponent racers in this race all zoom pass me, so I quickly hop out of my body and use the shift mechanic to zoom over to a nearby highway that intersects with the racetrack looking for some sort of a vehicle to help me out. It's at that point that I spot this enormous city bus, and veer that bus off the road, then manage to sort of perpendicularly parallel park the bus across the entrance of the racetrack making sure to leave a tiny opening, just a tiny slit, to drive my car through. I then switch back into my buggy, and then watch in awe as every single one of the enemy AI racers smash into the side of the bus I had parked, and then I just sort of perfectly slide through that opening, which instantly takes me from last place to first place and ultimately wins me the entire race. I remember this very clearly. It was an insanely gratifying moment, one that I could never could have achieved in any other racing game, and it's one that perfectly demonstrates the incredible emergent gameplay possibilities of the Shift mechanic. (interesting music) There's so much about Driver: San Francisco I want talk about, including one of my favorite final missions of any video game... but before I can talk about any of that stuff, I need to shift gears for a second and talk about something else. See, when I set out to make this video, I didn't think it was gonna be a hard video to make. After all, this game isn't that old, it's a last-gen game that only came out like seven or eight years ago, so I figured it would be easy to get my hands on. It wasn't. See, first, I went to Steam, fully expecting the game to be available there but, strangely enough, I couldn't find any trace of it anywhere on the service. At that point, I figured maybe it was a Uplay exclusive, and naturally, I opened Uplay for the first time in years and searched for Driver: San Francisco... and, once again, the game was nowhere to be found. I even found links to the old Steam and Uplay pages for the game - and the Steam one just redirected me to the front page of the Steam store, and the Uplay ones led to a broken, blank Ubisoft website. At this point, I kept digging. I went to the Xbox 360 digital game store, where the game was listed as "currently not available." I went to the PlayStation store, where the game was now listed as "disc only". The only things left on the store page for this game are like a few of 49-cent PS3 user avatars, and this item in the store called the Uplay Asspop. Er, sorry, Uplay Passport, which I think was just Ubisoft's fancy words for the online pass. Remember those? Remember online passes? They were those one-time-use codes that publishers implemented to try to discourage used games, they were a big thing back in like 2010. Anyways, long story short, I spent a whole afternoon just poring over various forums and seeing countless other fans frustrated that they could not find this game for whatever reason, and after all that, I did something pretty desperate: I turned to the dark corner of the internet where game key resellers hang out, and from there, things immediately got weird. Before long, I found myself on a website called GamingDragons.com, where Driver: San Francisco was listed as out of stock, which was unfortunate, because the game had apparently just been marked down from $9.99 to $13.40, which is a whopping negative, negative 41% discount. So, on to the next one. I bounced from website to website for a little while until eventually, despite a very aggressive warning from Twitter that this was not a safe website, I found my way to G2play.net, which is one of the few place that still had Driver SF Uplay codes available for sale. I would happily pay that to play this game again. This was the furthest I'd gotten in this process. I was actually able to add the game to my cart successfully, head to the checkout, and boom, there I was, just a few clicks away from finally owning a digital copy of Driver: San Francisco. But then, right as I got to the very end of the checkout process, I noticed something peculiar. See, G2play only had six payment methods available, some familiar, some of them not so familiar, but one in particular stood out to me and that one was: Subway. (ominous music) At first I couldn't believe my eyes. Subway? Like the restaurant? What could it mean? How could Subway be a payment type? Nervously, I selected the Subway option and clicked through hoping to make some sense of this and that's when I saw it: Subway gift card. This video game key reseller website purportedly accepted - as a form of payment - Subway gift cards. I was stunned. Why? Why? Why Subway gift cards, and why only Subway gift cards? Had there been some mistake? Or was this actually a valid way to buy video games on this website? If I tried it, was there be any chance this would actually work? I needed to find out for myself. Out of options and feeling really desperate for some sort of resolution, I knew what I had to do. - I'm just lookin' to get a gift card. - Right there? Thanks. - Hey! Uh, can I... I'm actually lookin' to get a gift card. - Can I get $11.72? - 72 cents. - I know that's a very specific amount of money. - It's... I'm buying a video game with it. - Yeah. - Mhm. - It just... the website I was buying it on said I could use Visa or Subway cash card, so... - Isn't that weird? - All right, thank you very much. - From there, I headed home, punched in my Subway gift card code, got the Uplay code successfully, and lo and behold, after jumping through about a million of hoops, I finally had my hands on Driver: San Francisco again, and was relieved to discover that the game was exactly as good as I remembered. (upbeat music) - Coming back to Driver: San Francisco after a eight year break, I think the thing that caught me off-guard this time around was how interesting all the writing in the game is. And there is a LOT of writing. I reached out via email to Driver: San Francisco narrative designer Ian Mayor, who told me that the game the game contains about 270,000 spoken words of dialogue, which is an absolutely ludicrous number for a game of its kind. According to one interview that OXM conducted way, way, way back when the game was first coming out, the game apparently has more lines of dialogue than the entirety of Mass Effect 2. I know that sounds insane for a racing game, but when you play Driver: San Francisco, it actually kind of makes sense. The game's structure - and in particular, the shift mechanic that I was telling you about - means that you're constantly hopping in and out of new characters' bodies and speaking with their co-passengers, and as a result, the game has dozens and dozens and dozens of completely distinct characters, many of whom you'll only ever meet once. - As it turns out, the shift mechanic is also an incredibly rich vein to mine cool narrative moments from. Every time you hop into someone's body in Driver: San Francisco, there's a brief, quippy exchange between Tanner - who is now possessing someone else - and the person in the passenger's seat, and every single exchange is dripping with this sort of underlying dramatic irony, because while you and Tanner both know that Tanner is not actually the person sitting in the driver's seat, the passenger does not know that because you're inside their body. Does that make sense? - [Narrator] All of this, according to Ian, added up to a game with a grand total of 150 separate, distinct civilian passengers in the city, and not only that, each civilian has tons of unique dialogue depending on which chapter of the game you encounter them in, meaning no two players' playthroughs of Driver: San Francisco will ever be exactly alike. (upbeat music) Half the time, when you possess somebody in Driver: San Francisco, Tanner is jumping into someone mid-conversation, and has to fake his way through that conversation so as to not arouse suspicion. It ends up producing these sort of microscopic little character studies, almost like some rapid-fire WarioWare version of storytelling. It got to the point that while playing the game, I found myself actively scouting for cars that had somebody sitting in the passengers' seat, just so I could to shift into their bodies to hear more of this game's dialogue. - [Narrator] For years, I've wondered about this specific aspect of the game. I wanted to know: who wrote all these huge boatloads of NPC dialogue, and how did they go about writing it? To answer this question, I hunted down Tom Jubert, one of the contributing writers on Driver: San Francisco. Tom was part of a crack team of external writers from outside the studio who were brought on specifically to write this exact random NPC dialogue. Nowadays, Tom is a narrative designer with a lot of major hits under his belt including games like FTL, The Talos Principle, Subnautica. So I had to ask Tom, how does one go about writing these tiny snippets of dialogue for dozens and dozens and dozens of incidental characters? - [Tom] Yeah, it was crazy when this Driver thing came through, because, yeah, it came through from the agent. She said to me we're putting together this team, it's last minute. We need all of this dialogue. I was all set to kind of take the job and do the work, and not be that excited about it. And then I read the brief! And it said, 'yeah, it's Driver, but by the way, you're in a coma, and you can take over any car that you can see at any time.' (chuckles) And yeah, I loved that! What a fun little job it was. - [Narrator] Tom shared a couple of scripts from the game's writing process and they gave me remarkable insight into how a game like this is actually written. - I think we pitched some short overviews of who the characters were like maybe one sentence each at the start of the project maybe 24 hours in advance. We totally came up with that stuff ourselves. They just said we need as many characters as you can do. - [Narrator] There's a lot of stuff that can happen when you're driving the car in this game. You can collide with another car, you could collide with a cop car and get in a chase. And they had to account for every single one of these options for every single one of the game's 100 plus characters. - [Tom] It was lovely, it was lovely. It's my favorite kind of writing because every day you're waking up and you're doing a new job, a new character, a new little side story, right, that you have to somehow tell in the context of the game. (upbeat music) - [Narrator] Now, as fun and impressive as all of Driver: San Francisco's incidental dialogue is, a lot of it is relatively straightforward once you get the concept - especially when you compare it to the game's overarching story, and look at just how strange things get over the course of this game. I mean, look, Driver: San Francisco is already a very weird game on its face, which is why it should mean something when I tell you that I'm happy to report that it gets weirder and weirder and weirder as it proceeds. So what do I mean by that? Well, for starters: the coma framing device is just baked into every part of the world perfectly. Now, keep in mind here that you, as the player, know that Tanner is in a coma but for most of the game, he has no clue - so as far as he's concerned, he's just randomly developed this superpower that lets him quantum leap in other people's bodies. But as the game goes on, the coma premise starts bleeding into the game more and more. It starts out subtle, little things here and there, like for example, if you look closely, the in-game investigation board is actually an x-ray viewer. But the further you get into the game the more intense they get. One of my favorite examples of this is incorporated into the shift ability itself. As you progress in Driver: San Francisco, you'll earn the ability to zoom further and further out, which sort of makes the ability more powerful. Instead of having to just scroll people in your immediate area, you can jump from one end of San Francisco to the other in a matter of seconds. But, if you listen closely and look closely, the further you zoom out as you unlock these later zoom levels, the sound design subtly shifts and changes, and when you unlock the final stage of zoom, it sounds like this: (heartbeat monitor) You can hear the sounds of a heartbeat monitor and see the faint overlay of an EKG on the screen - which is, of course, alluding to the hospital room that Tanner is actually lying down in as this entire game takes place. It's as if the further you pull back the shift feature, the closer Tanner gets to the edges of this reality - the closer he gets to the real world, and the hospital room where he actually spends almost this entire game. Then, in the later missions of the game, things get extremely crazy. The imagined reality that Tanner inhabits begins sort of deteriorating - at first in subtle ways, like hearing the voices of the people visiting him in the hospital over his car radio, and then in decidedly unsubtle ways, like in one of my favorite missions in the game, Frozen. In this mission, Tanner is hot on the trail of the main antagonist and then at one point, out of nowhere, he snaps his fingers, and the game's warm color palate shifts to an icy blue, and the entire city completely freezes in place. - [Narrator] Every car, every pedestrian, everything. Everything, that is, except for one ambulance frantically swerving through the streets of San Francisco. Now, in terms of your actual goal for this mission, you are meant to follow closely in the trails this ambulance leaves behind, and as you do that, part of the HUD seems to indicate that Tanner's heart rate in real life is lowering. - [Narrator] Now, even just from a gameplay perspective, this mission is unique and extremely memorable. It turns out that driving through the streets of an open-world city with every other vehicle on the road frozen in perfectly in place is not just a cool visual thing, it's also very challenging thing to do as a player, and it's not something I think I've ever experienced in all my decades of driving cars around cities in racing games. But from a narrative perspective, it's also fascinating because you're constantly getting these snippets of dialogue where you can hear EMTs in the back of the ambulance trying to keep a man alive. - [Narrator] It's at this point that you realize that this frozen city is an elaborate and shockingly effective analogy for cardiac arrest. In the real world, Tanner's heart has stopped, and that's represented in the imaginary coma world by the whole city coming to a halt too. I love this mission because it's a really elegant marriage of mission design and story design. They're complementing each other perfectly here: The gameplay is this perfect metaphor for what is happening in the narrative -Tanner having this near-death experience - and conversely, the narrative is this perfect excuse to play with this very weird, experimental, outside-the-box mission design where the city's frozen in place, Something you could never justify doing in a typical straight-laced open world racing game. This is Tanner reliving the ride from the site of his car crash to the hospital, and this mission is Tanner is beginning to come to grips with the fact that he's in a coma. - Now, the moment Tanner realizes this, the mission changes significantly, because now as you drive into the cars that are in your way that are frozen in place, instead of bumping into them, they vanish into thin air as you drive into them. This mission is noteworthy because it marks the beginning of a turning point, I think, in Tanner's psyche. Over the final couple hours in the game, the strange stuff that Tanner experiences becomes more and more frequent, with him eventually even questioning his own sanity, before finally coming to grips with the fact that yes, he is in a coma. This awakening leads to some of the coolest stuff I've ever seen in a video game, because once he realizes that none of what's happening is real, he effectively turns this whole game into a lucid dream. - [Narrator] It's moments like this one that make me feel comfortable describing this game as the Metal Gear Solid 2 of racing games. This game is so insane at every single turn - from the premise to the actual story, to the way the story wraps up - that to me it's one of the most interesting video games ever made by anyone, and I can think of no greater example of that than the very last mission. One of the final missions in the game grants you this incredible, mind-over-matter superpower: the ability to pick up and psychically hurl the other vehicles on the road at the game's main antagonist as you chase him down. - [Narrator] It's one of the craziest final sequences I've ever seen in any AAA video game, much less a licensed racing game. - But the question remains, why was this game de-listed from sale? Why can't you buy Driver: San Francisco anymore? For years with no word or even a heads up from Ubisoft that this was happening, fans have been left to speculate. Could it be for car licensing reasons? Music licensing reasons? Something other reason entirely? I actually reached out to Ubisoft to get to the bottom of this, and after a bit of prodding, I got the following answer from an Ubisoft representative: "[Driver: San Francisco has been de-listed for a few years. A number of factors go into evaluating whether to keep a game live including community support." Now, I think it probably goes without saying that I don't love this answer. First off, yes, they're correct that it's been unavailable for a few years - from looking at different posts on the Steam forums and stuff, it looks like they quietly delisted the game back in 2016... which is heartbreaking, by the way, because it means that the game was barely five years old when they yanked it from sale. To put that into context a little bit, Driver: San Francisco was a game that took over five years to *make*. - [TV News anchor] Those staff spent five years designing and bringing to life every aspect of the game. - And, for whatever reason, the development process wound up being longer than the window of time the game was actually available to purchase. Personally, I'm just not thrilled with the idea that if you don't play a game within five years of its release, you've missed your chance and it's gone forever. Like, imagine trying to extend that logic to movies or television. Imagine what if, five years after being released, you weren't able to watch any of these shows or movies anymore, and the publishers just shrugged it off with "yeah, sorry, we didn't feel like keeping them live"? I also take issue with that wording: 'keep a game live.' It's really odd, especially for a primarily single-player game like Driver SF. It implies that keeping a game on sale is something you actively have to do. And it's not. Removing a game from every storefront it exists on is a choice. Not re-upping or renegotiating the licenses for a game that you released is a choice. Not valuing art enough to go to bat for it financially is a choice. In all honesty, I think there probably is a specific, actual answer as to why Ubisoft de-listed this game, and for whatever reason they're unwilling to share it with us. Gun to my head, I would guess that, yeah, it probably has something to do with negotiating the licenses for the vehicles or music in the game. But frankly, even if we knew the exact reason Ubisoft yanked the game, I just don't think there's an answer I'd be satisfied with. Maybe this is naive of me, but personally, I think that when you ask a team of over 100 people to sink half a decade of their lives into creating a piece of art, you owe it to those people as the publisher of that art to do the necessary legwork every few years to just make sure that thing doesn't disappear. In my view, as the publisher and as the entity responsible for whether or not this game lives or dies, you have an obligation to make sure that the thing that these people poured their blood, sweat, and tears into doesn't just vanish one day, particularly not because their corporate overlords didn't feel like spending the money to keep it around. In my view, if you're not willing to go to bat for preservation this art form, you're a bad steward of the medium, and should maybe not be in the game-making business. Now, of course, Driver: San Francisco is not the only game this has happened to. A really great website I found while researching this video dedicated to this exact subject called DelistedGames.com says that currently there are over 700 titles that have suffered this same fate. And to be absolutely clear, we're not talking about old, rare, limited physical versions of games from the '80s - we're talking about modern, digital games on digital storefronts - games that, ostensibly, there should be infinite copies of that are no longer available to purchase, usually for dumb licensing reasons. The sad truth is that many times, contemporary digital games have far, far shorter average lifespans than the mainstream games of the '80s and '90s. I've been turning this situation over in my head for the past few months trying to find a positive note to end it on. I don't love making negative videos. And if there's a silver lining to this statement that Ubisoft gave, it's the part at the end where they specifically mention that one of their main criteria when it comes to de-listing a game is community support. I think it stands to reason that, if there was suitable outcry from the community, Ubisoft might consider doing the due diligence necessary to put this cult classic back on sale. Games getting unlisted and later relisted is actually something there's actually something that's happened before, and there's even a really good precedent for this. One of the precedents I would point to is Alan Wake. That's a game by a developer I really love, Remedy, that was delisted from digital storefronts back in 2017 and then relisted a year later in October 2018. How is this possible? Well, according to Remedy, their publisher Microsoft renegotiated the rights to the game's licensed music, enabling them to put the game back on sale. In other words, if a publisher cares enough, this is possible. This can happen. So, to demonstrate our support for this, here's my idea. I've put together a change.org petition to show Ubisoft that, yes, there is a big audience of people who care about this game. Maybe I'm wrong, but I think there is. If you watching this video want to play Driver: San Francisco someday - or if you just want to support interesting games like this one being preserved for the future - please take a couple seconds and sign this petition. There's no guarantee it'll do anything, but the more people sign it, the better our chances become. And for those of you who think petitions never change anything, the last time we endorsed a petition on this channel, we got Reggie a brand new Herman-Miller Aeron chair, so... checkmate. On the other hand, maybe it's fitting and even a little poetic that this weird surreal game that felt like it never should have existed now barely does. For the entire length of Driver: San Francisco, Tanner remains in a coma and now, in a way, the game itself is, too. Completely gone from every digital storefront and now only available through resold, old Uplay keys and physical copies that there are a finite number of, Driver: San Francisco is sort of permanently trapped between life and death, and there's something a little romantic about that. But yeah, dude. Driver: San Francisco just... rules. It's a really, really special game, one that I wish more people had the opportunity to play, and if you'd sign this petition and/or share this video with anyone you think would think this game interesting or wanna play it themselves, that would mean a lot to me. But, in the meantime, thank you for watching this video and thank you for subscribing to this channel, and, yeah, I'll see you next time.
Info
Channel: Nick Robinson
Views: 6,611,353
Rating: 4.9347377 out of 5
Keywords: driver san francisco, ubisoft, unlisted, delisted, de-listed, scott pilgrim vs the world game, driving, racing, uplay, steam, removed, subway, driver series, driver 2, driv3r, driver 3, driver sf, watch dogs, watch dogs 2, petition, game preservation, digital games, john tanner, Tom Jubert, game design, hidden gems, nick robinson, review, preview, how to play driver san francisco, online, pc, xbox 360, xbox one, playstation 3, ps3, install, windows 10, windows 7, driver, gameplay, walkthrough
Id: RTkxzQDo0ng
Channel Id: undefined
Length: 27min 13sec (1633 seconds)
Published: Thu Aug 22 2019
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