Hmmm, definitely a unique concept for a racer, but I'm puzzled as to what compels you to like it more than other racers? At first you imply it's the story, then you boil it down to the mere action of cliff edge, high jumping action, which you can get in lots of racers. What I'm not understanding either, is how they segment a game like this when it comes to saving your gameplay and/or ending a race segment? Surely it can't be just one long non stop race to the ship?
To maintain excitement, there would have to be other cars near or at your location at all times, yet if this is one long race, there's no seeming way to break it up like you would in a typical marathon race via checkpoints or random breakdowns. Checkpoints would imply it's an organized race, which it seems not to be, and breakdowns, while being realistic, wouldn't make it exciting. The only explanation seems to be playing it straight through for several hours. Not trying to slam the game, it's just that the logistics are a bit baffling, along with the appeal.
Well, I guess you must've played it back in the day to really feel the reason for a remake.
Anyhow, POD was one of those games that showcased Intel's then new MMX-technology. It didn't look too much different from the non-MMX version though.
But back to the game... The story is along the lines (iirc) that you have to win a racing series to get the final place in the ship that takes of from the dying planet.
To do so you race in futuristic cars and cities on closed circuits. A series of races. There were quite a number of them. Also noteworthy is that there was solid support by downloadable cars and tracks from the developer and community. Which was, back then, quite special. As was the online racing.
There was also a rather uninspired successor that didn'T grab my attention.
Anyhow, POD is one of my 5 favorite racing games of all time, along with Dethkarz (which definitely deserves a successor), Daytona 2, F355 Challenge and PGR2.