
This racing game from the 2000s allowed you to recklessly damage a Mercury Sable and Ford Ranger.
Acclaim via MobyGames
One of my favorite activities in any racing game, whether it's Gran Turismo, Forza, or something else, is to take an old, large, and not particularly speedy car and navigate the track without any modifications. Experiencing the weight transfer and instability can be incredibly enjoyable. The challenge is that few games, even those mentioned, feature truly unexciting vehicles—cars that offer no performance appeal at all. Take, for example, a Mercury Sable Wagon. However, one title did feature such cars, and it deserves more recognition than it has received over the years.
Vanishing Point, created by the relatively short-lived U.K. studio Clockwork Games and published by equally defunct Acclaim, launched on the PlayStation and Dreamcast at the very beginning of 2001. By this time, the fate of Sega’s final home console was already evident, meaning that version of the game never gained much attention.
This game was an arcade racer with a somewhat realistic approach, mainly because its physics model was quite advanced for its time, particularly regarding suspension behavior. To highlight this feature, the developers included a lineup of truly unremarkable cars to drive around before progressing to the faster options, such as the Dodge Viper and TVR Cerbera typically found in late-’90s and early-2000s racing games.
Despite the assortment of cars available in Vanishing Point, the Oldsmobile Silhouette was inexplicably removed before release, along with a McLaren F1 and numerous other vehicles mentioned in this video. Acclaim via MobyGames
Interestingly, almost all the uninspiring cars were made by Ford: You had the Ranger, Explorer, Taurus (notably the second generation—not the more contemporary “Ovoid” version, which was already familiar by 2001), the previously mentioned Mercury Sable Wagon, and, I’m not joking, a Windstar minivan. There were also a ’64 Thunderbird, an SVT-style Ford Focus, and a pre-New Edge SN95 Mustang, but I’m particularly drawn to the cars that you won’t encounter in other racing games.
Although it’s strange to see them in Vanishing Point, it somewhat aligns with the game’s structure. It focuses less on direct competition and wheel-to-wheel racing and more on achieving the fastest time, while many other competitors are trying to do the same. This setup ensures there are always cars in front of you, providing regular opportunities to overtake those generally moving at a slower pace. Additionally, there’s a Stunt Driver mode—akin to Crazy Taxi’s Crazy Box—with obstacle course-style challenges, where the physics truly shine. These challenges feature jumps and corkscrew-like ramps designed to roll your vehicle mid-air. Imagine an evasive driving course in a skate park for cars, and you’ll get the idea.
These challenges can be tough but rewarding to master, given Vanishing Point’s slightly exaggerated, floaty driving model. It wasn't everyone's preference—I certainly didn't appreciate it until about 15 years after its release—but it offered a unique take on a standard racing game, an accomplishment that was rare among platforms filled with similar titles.
An old developer interview in the U.K.’s Official Dreamcast Magazine (starting on page 72) details how Clockwork aimed to combine Sega Rally’s smooth handling with the thrilling, amusement park-style settings of Scud Race, another cherished Sega arcade racing game. It also notes that the game was originally designed for the PS1 but utilized the Dreamcast’s enhanced power for improved resolution and 60 frames-per-second gameplay. The latter is definitely the preferred version to play, as this unique title never made it to the PS2 or newer platforms. This is unfortunate, as Vanishing Point resembled the video game equivalent of neutral-dropping a Dodge Aries—an aspiration we can all agree that more racing games should aim for.
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This racing game from the 2000s allowed you to recklessly damage a Mercury Sable and Ford Ranger.
Vanishing Point was not so much a genuine racing game as it was a demonstration of physics featuring delightfully regular, everyday vehicles.