
Split/Second is an intense action racing game set within a reality TV show. Competitors vie to be the first to the finish line in a set rigged to blow. Players don’t just collide with other vehicles to knock them from the track, but can also trigger devastating events that alter the race dynamics.
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Antes de proceder, dirigasé a la sección de guías del juego y lea la guía de problemas de guardado, debido a un defecto en el código del juego luego de la temporada 6 existe una gran posibilidad de perder su cuenta, siga los pasos siguientes para poder intentar mitigar el error. Sí, es posible poder tener un 100% en el juego, pero hay que hacer malavares con el .sav de juego para que la partida en RAM pueda escribir la anterior. Sin más que decir, disfrute de exquisita experiencia de antoponerse ante la inmensa destrucción de este titulo >:D
Split/Second is a high-energy arcade racing game that distinguishes itself through environmental destruction rather than conventional vehicle-mounted weapons. Developed by Black Rock Studio and published by Disney, the game places competitors inside a fictional reality television program where an entire city has effectively been transformed into an enormous racing set. The objective is to become the season champion, but reaching the finish line first involves considerably more than simply driving faster than everyone else. Tracks are filled with carefully positioned hazards and enormous structures that can be triggered during races, turning the surrounding environment into a tactical weapon. The most important element of Split/Second is its environmental attack system. Instead of collecting missiles, mines, or other traditional combat-racing weapons, players earn opportunities to activate destructive events positioned around each course. These can disrupt opponents, block sections of road, create hazards, or dramatically change the situation within seconds. It creates an interesting relationship between driving ability and tactical awareness because simply having an attack available is not enough. Timing determines whether an event catches several rivals or accomplishes practically nothing. This mechanic becomes especially impressive when larger structures enter the equation. Split/Second allows players to bring down enormous buildings and television set pieces, sometimes changing the actual layout of the course or opening alternative routes. These moments are more meaningful than ordinary scripted explosions because they can influence how the remainder of a race unfolds. A route that seemed predictable can suddenly become unfamiliar, forcing everyone to react while maintaining high speed. The promise that every lap can develop differently is therefore supported by a system that allows the environment itself to evolve during competition. Driving remains accessible and strongly arcade-oriented. Split/Second prioritizes momentum, quick reactions, positioning, drifting, and dramatic confrontations rather than realistic motorsport simulation. Vehicles generally feel designed to encourage aggressive driving, which works well with the destructive environments. The player is constantly balancing the need to maintain a good racing line with the temptation to position an opponent near an environmental hazard. This gives races a strategic quality without slowing down their pace. The fictional television-show premise is also an effective choice. The exaggerated destruction might have felt absurd in a conventional racing championship, but presenting everything as an enormous entertainment production gives the designers freedom to create outrageous situations. Buildings collapse, explosions erupt beside the roadway, and massive pieces of scenery become hazards because the fictional city has deliberately been constructed for spectacle. The premise does not require a complicated story to work. It simply provides enough context to make the game's excessive action feel natural within its world. Presentation is one of Split/Second's strongest qualities. Even years after its original 2010 release, its large-scale destruction gives races an impressive cinematic character. The visual excitement comes less from pure graphical sophistication and more from movement, scale, debris, explosions, and rapidly changing environments. A massive structure collapsing near the track can instantly turn a straightforward race into something resembling an action-film chase sequence. Because many destructive events directly affect gameplay, the spectacle usually feels functional rather than being meaningless background decoration. Sound plays an equally important role in selling this atmosphere. Engines, impacts, explosions, collapsing structures, and energetic music reinforce the sensation that every race is being presented as a major television event. The audiovisual design works especially well during the largest environmental sequences, where the combination of destruction and speed creates considerable tension. Split/Second understands that an arcade racer built around spectacle needs strong sensory feedback, and its presentation consistently supports that goal. Multiplayer further strengthens the concept, particularly through two-player split-screen competition. Racing against another person makes environmental attacks even more entertaining because both players can immediately react to each other's decisions. Knowing that another driver is waiting for the perfect opportunity to bring part of the environment crashing down introduces an additional layer of tension. Split-screen support is also a welcome feature for players interested in local competition, especially because this style of racing is naturally suited to short, chaotic matches between friends. The destruction system does have limitations. Once players become familiar with the courses, they will begin remembering where major events occur and what consequences they produce. Some of the initial surprise inevitably disappears. However, familiarity can also introduce another kind of satisfaction because experienced players can deliberately manipulate these events instead of activating them experimentally. Learning exactly when to trigger a hazard, which opponent to target, and how a changed route affects subsequent driving turns environmental knowledge into another racing skill. Its age is more apparent when examining the PC release itself. The Steam edition carries legacy elements such as third-party SecuROM DRM and a separate EULA, while the listed hardware requirements clearly reflect the era in which the game originally appeared. Players approaching it as an older PC release should therefore temper expectations regarding modern conveniences and technical features. This is not a contemporary remaster designed around current PC standards, but the original experience preserved on a modern storefront. What keeps Split/Second relevant is the strength of its central idea. Many arcade racers provide speed, collisions, drifting, and dramatic tracks, but relatively few make the entire environment such an important offensive tool. Black Rock Studio built the racing, destruction, presentation, and fictional setting around one coherent concept instead of treating explosions as an additional gimmick. When everything comes together, successfully triggering a huge environmental disaster while maintaining control of the car delivers a level of excitement that conventional racing mechanics rarely reproduce. Split/Second is consequently an excellent choice for players who prefer arcade spectacle over realistic simulation. Its environmental destruction gives races a distinct tactical identity, its changing routes prevent courses from feeling completely static, and its reality-TV framework provides an appropriate setting for the exaggerated action. Some technical aspects show their age, and repeated races gradually make the scripted destruction more predictable, but neither issue erases the creativity at the heart of the experience. Developed by Black Rock Studio and published by Disney, Split/Second remains a memorable example of how a racing game can turn the track itself into one of its most important mechanics. Rating: 9/10
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Polish*, Russian**languages with full audio support
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of the best racing games ever made but with no controller support it really struggles.
best option while waiting galactic racer, windows 11 and 4k
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+
Pearl in the rough. If Just Cause and Burnout had a baby after an intense night of hate f*cking on top of a gasoline doused room. If Chris from Total Drama Island had the US defense budget. That's Split/Second Truth be told, this game is more of a "Mixed" for me (god Steam please add a Mixed rating already), and its main gimmick is, ultimately, fun and cathartic enough that I'm willing to look over several design flaws. However, there's PLENTY of them. Disclaimer: I won everything in the career mode in first place. PROS: The gimmick in question: this racing game is like an arcadesim obstacle course except the drivers control the obstacles, said obstacles also make california suddenly explode and make everything around you fall apart. You can activate traps ahead of you to get anyone in front out of your way. You can also cause big events that radically alter the track, creating a new route to follow. Other events don't alter the route but are a major disaster that cause a lot of damage. If you're going last, these are the ones that put you ahead. The "blue shell", sort of speak. This is accomplished by charging your powerplay bar by getting air time, drifting, drafting and close calls from avoiding getting wrecked by the AI trying to screw you. You can fill up to 3 bars, filling the third one let's you activate these "Route changes" and "Big disasters" consuming all 3 in one go. It is incredibly cinematic while remaining fully in gameplay, fun to pull off, the route changes are amazing and there's always a sensation that you need to stay on your feet 'cause as soon as you blink, it could be over. CONS: Everything else. UI: Somehow slow and clunky. Finishing an event will force you to watch each transition animation between tabs and screens. You'll find yourself trying to tap the button to skip forward so the UI catches up and let's you advance but NOPE, there's a really annoying delay 'cause it wont let you do sh*t until it finishes. Vehicle customization: Entirely pointless and very minimal. You complete challenges that earn you decals which are then automatically applied to the vehicle. You can't put them on yourself. The only thing you can modify is the color, and even then it's underused 'cause when you finish a race, you can instantly go to another one, but it'll only let you pick a car, not the color. The only way to pick one again is to exit the entire event and go back to the season menu. Race types: Race. Elimination. Chopper. Air Revenge. Time Attack. Truck. That's about it. --Race and Elimination are the only decent ones. --Time Attack had this funny idea where some psychopath said "what if you had to race under sensitive time stress while the map collapses around you?" --Truck has you run around a very wide track while a Truck throws barrels at you like Mad Max Donkey Kong. Blue ones stun you, red ones kill you. My only gripe with them is when they drop 'em with you really close to their back, giving no chance to avoid. --Chopper and Air Revenge took the annoyingness of Time Attacks to the extreme. In the first one you need to run around the track while a chopper actively shoots you with rockets, while Air Revenge is about deflecting said rockets back to the chopper. These two events are by far the worst ones. The indicators of the missile blast radius are grossly innaccurate and annoying. They either hit you full force and stun you outside of what SEEMS to be its radius, and others, it does nothing. Not only that but they are programmed to home in on you. You can't outspeed them, only avoid. Also, when they lock on and you'd think they're gonna strike in one spot, their targets will MOVE TOWARDS YOU. The pinnacle of stupidity for this event is when you're in a track with very tight streets that barely give room for maneuver. Multiple times I've encountered myself driving into a street fully blocked by these indicators where the missiles would land. I could do nothing. ++++In Chopper, it's about dodging and surviving long enough that you reach certain score. You have a limit of 3 lives and each barrage you cleanly avoid by not getting stunned, you gain a score multiplier. These stack. ++++In Air Revenge you have to take down the Chopper on a limited amount of time. This one gets annoying 'cause to deflect rockets back, you have to use your powerplay bar. You're kinda forced to use all 3 ones to deduct 4 bars from its health, 'cause using 1 bar is entirely pointless. However, if you get taken down by a rocket, you wont lose a live, but you'll lose time and also your entire powerplay bar will be depleted, so you might as well restart. I'd personally fix this event by making specially designated tracks for it that are actually wider and also make the missile blast radius and area that would 100% stun your car clearer. AI: Disgusting. Gross. One of the most rubberbandy AIs I've ever seen, and I've played NFSU1 ffs. This thing is programmed to overtake you no matter what and there's nothing you can do about it. Not only that, but if you're going first, you'll just have to pray you REALLY wrecked them good before passing them, 'cause otherwise there's no way to defend yourself, and believe me, they WILL throw the whole city on you. Not only that, but they also have a pact of non aggression 'cause they wont try to wreck each other. This results in particularly gross situations where 1st and 2nd place could be 8 whole seconds ahead of you, which is a lot. What's also infuriating is when they'll use powerplays literally in your face giving zero time to react. F*ck Vixen and Raptor btw. Gameplay: Needs tweaking. The driving physics are weird. The cars understeer like hell as if it needed to first send the request to human resources, and the only car one with decent turning is the 3rd to last you unlock. The last Hanzo one. Drifting forgot its supposed to help you take turns, not send you straight towards a wall. It feels like it could really use adjustment so you have more control over it. Also this game could've REALLY used a nitrus option for the problem mentioned above of rubberbanding, 'cause you can also end in a situation where you have no powerplay bars to try to at least wreck whoever's ahead of you, and filling them is a pain in the ass 'cause drifting is not reliable, air time is rare, close calls are 50/50 and drafting is non-existent when the person ahead of you is 5 seconds ahead. Another thing that's horrid is how your car is seemingly made out of paper and the AI not only will pass you like it's nothing but also there's nothing you can do. You can't push them off, it's like they're moving battering rams while you're in a go-kart. ADDITIONAL NOTES: Performance: The game is locked to 30fps and the 60fps patch makes it bug like hell. Also this thing does NOT like to be minimized. It WILL crash if you alt tab. Also, small bit, I played with my own personal music on and it wouldn't let me use my skip button to change song, like this game is really overzealous with anything from outside. FINAL REMARK (does anyone even read these?) All of these things are worth forgiving to an extent, it was first of its kind, a rough yet interesting experiment that could've layed a good foundation for something more refined and better tuned. An explosive 1st season for Split/Second with potential. But...this game was published by Disney, and just like everything they touch, a Season 2 is either destined for failure, or better left as a fairy tale of "what if".
si te gustan las carreras y la destruccion sin sentido este es tu juego
YES
Fun!
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