Stuntman: Ignition: Impressions: The Blog Post

Two seconds.
Kindly count to two for me, will you. I'll wait. I'll wait exactly two seconds for you.
Did you do it? Good. I need you to remember that narrow time frame for the rest of this post. Here's why.
Stuntman: Ignition places you in the snazzy jumpsuit of a professional stunt driver - a jumpsuit I fear and admire. The game features a few movies, each with a remarkable emphasis on high-octane driving scenes. These scenes, of which there are six per movie, are laid out like giant obstacle courses. You must complete certain stunts as the director shouts them out. These commands are accompanied by icons on your Heads Up Display (HUD). You do these stunts, you pass the scene.
It's a wonderful concept. The first game in the series, simply titled Stuntman featured long load times and aggravating difficulty spikes, for which it received mediocre reviews. But in this glorious age of High Definitions and Cell Processing, the load times are few, and instant. It's a major improvement on it's predecessor.
The scoring on this game is different, however. It focuses more on "stringing" your stunts together, i.e. performing stunts close together in order to achieve a combo. The only way to get five stars, the perfect score, is to string together EVERY stunt in a scene, from toe to tip.
By the way, if you don't perform a stunt within TWO SECONDS of your last stunt, your combo ends. No five star rating for you. I don't know about you, but I'm pretty anal about stuff like that. I don't like finishing a level with four stars when I could have gotten five. We all know how much better that fifth star feels; how majestic it looks up there, on our character's mantle.

With this gameplay mechanic - this two second gap - you could very easily perform every stunt the director shouts at you, and still not string the level. You have to get creative. Between those major stunts, maybe you'll need to drift around a few corners, Paul Walker style. Maybe you'll need to drive close to other cars, or walls, or stop signs, Billy Joel style.
Some of these levels are nigh-impossible to string. I've only just completed the first six scenes, and the intricate process of trial-and-error I had to go through was obscenely tedious. I use the term "obscenely" accurately here. The game seems to evoke obscenities from the player - bold new obscenities, that could be conjured from some nether realm through a portal in the players stomach. Guttural devil screams, that's the best way to describe it. Don't play this game around the clergy. You might end up on the business end of a surprise exorcism.
It's a wonderful game, though I know I haven't made it sound as such. Once you invest the half-hour or so that it takes to really perfect a level, you can sit back and watch your automotive masterpiece through a brilliantly edited instant replay. You'll see things you missed in your intent focus, and beam proudly as you successfully and gracefully perform that reverse 180. Even better, once you complete a movie, it shows a trailer from that film, with highlights from your stunts and FMV sequences spliced together. It's very satisfying.
I don't know if I'd pay 60 bucks for it yet, but there are many layers to this delicious parfait that I have yet to uncover. Perhaps the lower strata of multiplayer and track customization will be filled with delicious nougat, or, God willing and the creek don't rise, marshmallow fluff.













