So after railing on this game since before it came out, I finally decided to jump in today given it's price drop. To start, DriveClub has always been a game I planned on getting eventually, but certainly not at $59.99 and certainly not at launch. My initial impressions are pretty much what I expected.
Pros:
-The visuals: This is the best I've ever seen any game look on any platform. The lighting is superb and the car models are true-to-life. The tracks and environments really shine like they never have on any racer before it.
-The handling (mostly): In true sim-cade fashion, the handling is fun and forgiving. I do take issues with some of the design nuances, but all-in-all, it's a fun experience.
-Tracks: These are easily the best collection of fantasy tracks I've ever come across. They really feel like places that could easily exist in real life, yet they are as interesting and alive as anything I've driven through. The great elevation changes and hairpin turns offer size-able challenge, encouraging a measured approach. They're also beautifully realized.
-Sense of speed: Aside form Wipeout, this perhaps the most edge of your seat racer I've played. The dense environments have objects flying by at every turn, and the great sound mixing makes the experience come to life.
-Load times: The game is extremely snappy and never keeps you waiting. Considering the amount of racers I hopped in and out of, it was a good feeling knowing I was spending most of my time on the track and not in the menus.
-Online races: I only did a couple, but the online experience felt fun and satisfying. Luckily, it looks like I'm dealing with a curated set of competitors when it comes to on-track etiquette.
-Car collection: Both a pro and a con, but I'm happy the team went with a lot of obscure cars that aren't available in most racing games.
-Weather (mostly): Hands down, the best looking weather in just about any game, period. Still, I'd like to see the cars interact with the change in the road surface more.
Cons:
-Aesthetics and presentation: Aside from the graphics, this game isn't pretty. The menus are well laid out and easy to read, but they aren't easy on the eyes. With a game that looks this good, I would have liked to see sweeping vistas or shimmering cars on display rather than the dull black/red/grey color scheme.
-Tour: Pretty much a cut and paste affair. It's not only something I've seen in games countless times before, but it is perhaps the most generic iteration of a career mode in a racing game. Every event feels same-y, with very little incentive to press on besides the fact that you pretty much have to.
-A.I.: I understand most racing games don't offer much to write home about when it comes to racer A.I., and DriveClub isn't the worst offender by far, but I expect more from current-gen offerings. The A.I. feels very robotic and do not emulate what a real person would do. They're all pretty much the same, but they drive at different speeds.
-Lack of customization: Now, this isn't a knock on not allowing performance upgrades to cars--I'm actually all for it--it works for this game. I simply don't understand the logic for not allowing us to create our own logos, change out wheels, and offer a non-clunky solutions to change a car's color.
-Car collection: I think we all know where I'm going with this, but it needs to be said. It's not the number or even the extreme skew towards European makes (though that is puzzling), but this game was made for performance cars and exotics. Why am I driving hot hatches again? This game does a lot to hold itself back and the car collection is a big part of that (also a big part of this game's potential).
-Lack of character: When reviews of DriveClub first came out, there were claims that this game lacked "soul". I now fully know what they meant. DriveClub lacks the panache that exists in most modern racing games. It's a combination of the game's dull presentation, uninteresting career mode, and droning sound track that really drag down what could of been a much better package, overall.