Driver 3 (stylized as DRIV3R) is a 2004 action-adventure game, the third installment in the Driver series. It was developed by Reflections Interactive, published by Atari, and released on PlayStation 2, Xbox and mobile phones in June 2004, Microsoft Windows in March 2005, and Game Boy Advance in October 2005. The game's story focuses on players assuming the role of John Tanner, an undercover FBI agent, as he investigates a car-smuggling ring across three countries, in order to identify and arrest its boss and learn who they are planning to sell a cache of stolen cars to. The game expanded upon its predecessors with on-foot sections, gun combat, and drive-by shooting, with virtual recreations of three major cities - Miami, Nice, and Istanbul - free-roam game mode, and an improvement to the series' film-making "director mode". The game received mixed reviews upon release, except for the PC edition which received negative feedback from critics. Further ports for GameCube and N-Gage were planned, but later cancelled. The game was succeeded by Driver: Parallel Lines (2006), before being followed up by a direct sequel, Driver: San Francisco, in 2011. Gameplay Driver 3 focuses on a mixture of open-world gameplay conducted through a third-person perspective, with it possible to change to different camera angles at any time. The game consists of primarily single-player modes of gameplay - "Undercover", the game's story mode; "Take A Ride", the game's free-roam mode, which allows players to explore one of the three cities at their own pace; and "Driving Games", a challenge mode consisting of three types of car-based games for players to try out, such as pursuing a fleeing criminal. As with previous installments, gameplay mostly focuses on driving around one of three settings, consisting of partial but faithful recreations of real-life cities, using a variety of vehicles based on real-life models, ranging from sedans and sportcars, to vans, trucks. Vehicles can be damaged over time, though players may freely leave their vehicle and switch to another within the current game world setting they are in at any time; the exception is vehicles that are mission critical to the game's story mode, as losing these constitutes automatic failure. A notoriety system keeps track of the player's actions - any unlawful action will raise this bar, with police pursuing the player if spotted by any, and the response to stopping them changing depending on the level of