New Driveclub gameplay

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I seriously cannot wait for the review thread of this game. Should be entertaining to say the least.

I will be watching.

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So wait... people are accusing footage of being replay mode when there might not even be a replay mode?
Developers have more tools available to them than regular game players.

The core of the concern can be real even if it's technically inaccurate.
 
So wait... people are accusing footage of being replay mode when there might not even be a replay mode?
When people think of replay mode, they're thinking about boosted IQ that you won't find while playing the game.
The game lacking a proper replay option doesn't mean Evolution can't use the game engine to produce souped up trailers with it.
 
I'm particularly excited to see reactions from writers who had the chance to play this early on and had middling-to-negative reactions. Jeff Gerstmann originally thought it didn't differentiate itself enough from the mainstream of the genre when he'd played it roughly a year ago. The improvements across the board will probably make for more interesting reviews.
 
Even if there would be a replay mode, how could it look better? Some games drop the fps from 60 to 30 for better AA etc, but how can a 30fps racing game look better in the replay?
Not as drastic but in general if you remove the game logic and just play a scene that can give you some additional performance.
The way that some benchmarks on PC games, even though they show the same level as the one you're playing run significantly faster than when you actually play them.

But if they wanted to actually get the most IQ out of this as possible they would just run the game at a crawling speed with the highest possible resolution, downsample it and then play it back at 30 FPS in a video file.
That's why people ask for "real-time" when a new game is debuted and it looks fantastic.
 
When people think of replay mode, they're thinking about boosted IQ that you won't find while playing the game.
Which shows how limited their knowledge of technology is. Gameplay or replay - it's still realtime generated graphics so equally impressive.
 
Even if there would be a replay mode, how could it look better? Some games drop the fps from 60 to 30 for better AA etc, but how can a 30fps racing game look better in the replay?

Depends how the replays are recorded and played back. If the replays track input and replay that input, it's no different from someone playing in real time. If they log and track positions, they don't have to process the physics and can use those resources for other stuff.

But if the devs want to make supped up trailers... they can just do what benny_a suggests without going through the hassle of optimizing a realtime replay feature that isn't even in the final game...

But if they wanted to actually get the most IQ out of this as possible they would just run the game at a crawling speed with the highest possible resolution, downsample it and then play it back at 30 FPS in a video file.
 
My apologies if this has already been answered, but will the game support a manual gearshift such as the TH8RS?
That didn't look to be part of the plan when I asked Rushy on Twitter.
Lots of the cars featured in the game use dual clutch transmission, which means there's no manual clutch option with these cars. And they also feature more than 7 gears.
Still, he asked me how this was handled by GT. So, may be coming later.
 
I've been playing racing games for over 30 years in solo mode and never not had fun (I'm actually more of a Time Trial guy)

I tried many times to play online with GT and Forza games. But I never enjoyed it. The races are either always badly unbalanced, or full of kids driving backwards.

Agreed.
You should have tried MSPR when the online was up and quite popular. The community didn't take itself too seriously and racing was enjoyable regardless of which position you were in.
I worked all my way up to legend, it took me a while but I enjoyed every win and loss
I do hope DC's single player is solid, and also that there aren't any drift challenges. I have quit so many racing games after a whole bunch of drift challenges start to appear.
 
That didn't look to be part of the plan when I asked Rushy on Twitter.
Lots of the cars featured in the game use dual clutch transmission, which means there's no manual clutch option with these cars. And they also feature more than 7 gears.
Still, he asked me how this was handled by GT. So, may be coming later.

Ah, okay thanks. So basically using paddles on the steering.

The TH8RS has 7+1 shifts and can be used as a sequential shifter also, would be nice if they did support full manual also in the future.
 
Not sure why people are constantly shitposting about this game, but that time is now over.

The final proof misterxmedia needed to conclude that Sony owns NeoGAF and the mods are just Sony Computer Entertainment employees. Y2Kev is definitely ManGod.

The mystery is finally solved.
 
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