Review Issue 11 · third 388 frames taken · 16 kept
Screenshot Quarterly mark Screenshot Quarterly Games, framed

Reviewed over 21 hours. The photo mode cannot be opened during a race, which turned out to be the most interesting thing about it.

Driving · reviewed at 21 hours

Switchback Pass Will Not Let You Stop, And Its Best Frames Are All Taken By Somebody Who Has Already Lost

A mountain driving game with a proper replay system, a mediocre free camera, and an absolute refusal to pause mid-race. Three hundred and eighty-eight frames, sixteen keepers, and every single one of them from a replay rather than from play.

Aerial three-quarter view of a mountain switchback road at dusk with a single vehicle's headlights on one of the lower bends and mist filling the valley below
Taken from a replay at roughly ninety metres above the road, which is a position no driver ever occupies and the game's replay camera reaches in about four seconds.

Every driving game with a photo mode faces the same contradiction: the moments worth photographing are the moments you cannot afford to stop for. Most of them resolve it by letting you pause anyway, which produces an enormous quantity of frozen mid-corner frames in which a car is doing something dramatic and nothing else in the image means anything.

Switchback Pass refuses. There is no pause-and-compose during a race, at all, on any difficulty. The photo mode exists only in free roam and in replays, and it took about four hours to stop resenting this and start recognising it as the correct decision.

The replay camera nobody mentions

It is not sold as a photographic tool. It is a driving-line analysis feature, buried two menus deep, with a scrub bar and a set of preset angles aimed at showing you where you braked too early. It also happens to be the best camera in this issue after Causeway's.

The free-fly in replay mode has an unlimited radius, moves smoothly at three speeds, and — crucially — the time scrub is frame-accurate. You can find a moment, stop time entirely, and then spend as long as you like moving around a completely static world with headlights still lit and dust still hanging.

What it lacks is glass. There is no aperture control and no focal length slider, so everything is rendered at the same middling wide angle with everything in focus. That is a real limitation and it is why the score for tools is six rather than nine: the positioning is excellent, the optics are absent.

Tested against the criteria: free camera in replay and free roam only, unlimited radius, frame-accurate time scrub, three movement speeds, HUD hide, roll, no aperture, no focal length, no exposure, no time-of-day override. Six of twelve controls present, and the two most important optical ones missing.

Why sixteen and not sixty

Because the world is very good and the light is unreliable. Switchback Pass has genuine dynamic weather and a real day cycle, which is more than Causeway manages, but you do not get to choose when either occurs. There is no time-of-day override, so the mountain you want to photograph at dusk is available at dusk only when the game decides.

Eleven of the sixteen kept frames are from the same three-hour session, because that session happened to run through the evening with clearing weather after rain. The remaining ten hours of driving that week produced two keepers between them.

ConditionsFrames takenKeptRate
Dusk, clearing after rain961111.5%
Dawn mist5435.6%
Overcast day17110.6%
Clear midday6711.5%

That table is the most useful thing in this review. The same road, the same camera, the same driver: eleven and a half per cent in one condition and six-tenths of a per cent in another. A photo mode did not produce that spread. Weather did.

Nothing in a photo mode can be substituted for a sky that changes. Nineteen games' worth of evidence says so, and this one road says it in a single afternoon.

What refusing to stop actually achieves

Two things, both good. The first is that it removes the worst genre of driving-game screenshot entirely. There are no frozen-drift frames in this log because there could not be, and I do not miss them; a car sideways at the apex is a pose rather than a photograph, and every driving game on the market is full of them.

The second is that it forces the camera into the replay, which is where a road can actually be seen. A driver's eye is eighteen inches above the tarmac facing forwards. Almost everything interesting about a mountain switchback — the stacked bends, the drop, the relationship between the road and the valley — is invisible from there and obvious from ninety metres up.

Fourteen of the sixteen kept frames are elevated. Not one is at driving height. In a game that let me pause mid-corner, I suspect the ratio would be reversed and the keepers would be worse.

A narrow rain-soaked alley in a neon-lit city at night viewed down its length with reflections doubling every sign in standing water
From Ninth Precinct, covered as a shorter notice this issue: a game where the default camera height is already the right one, which is the opposite problem.

The complaints

The replay buffer holds one race. Finish a second event and the first is gone, with no export and no way to mark a moment for later. Two of my best-remembered frames from this game do not exist because I drove another stage before going back for them.

The menu placement is genuinely bad. Nothing in the interface suggests the replay camera is worth opening for any reason other than lap analysis, and I found it by accident in the fourth hour. A game with a camera this capable should not be hiding it behind a telemetry submenu.

And free roam, which is where you would expect to compose deliberately, has no weather control either. So the mode designed for looking is subject to the same lottery as the mode designed for racing.

What it is worth

Six for tools is generous on positioning and harsh on optics, and I would defend both halves. Eight for the world is for terrain that separates into planes without help — pines against mist against ridge against sky — which is exactly what Causeway's continent cannot do at any focal length.

The kept ratio of four per cent sits mid-table and undersells the game, because that figure is dominated by a hundred and seventy overcast frames taken while learning the stages. Restricted to the conditions where photography was viable, this is the second-best game in the issue.

4.1per cent of frames kept

The verdict

A driving game that correctly refuses to let you stop mid-race and accidentally ships one of the best cameras of the year in a telemetry submenu. Excellent positioning, unlimited radius, frame-accurate time scrub, and no aperture or focal length at all. Fourteen of sixteen keepers are elevated shots no driver could see, eleven of them from a single dusk session, and the overcast hours produced almost nothing. Weather does the work here and the game will not let you ask for it.

Frame log

388frames taken in 21 hours

All from replays and free roam, because the game permits nothing during a race. Sixteen survived review and fourteen of those are elevated.

Tools present

Free cameraReplay only
RadiusUnlimited
Time scrubFrame-accurate
Focal lengthNone
ApertureNone
Weather controlNone

Also in this issue