can you explain what is dry/monotone about the presentation of the game? In comparison to a non-dry/monotone game.
I've asked the same questions in earlier DC threads (ie. what do you mean, soulless?) and the best answer I've read was about a lack of fanfare when say, unlocking a new car, or winning a championship, or finishing a tour. There's no context to the races as an event in the world (as opposed to say Motorstorm), and there are no rivalries or drama with other drivers. What off-the-track moments there are in DC are brief, maybe taking up a single screen of unlocks and points breakdowns before passing back into the menus, if that.
I don't need that stuff, and I've actually grown a little tired of some of it, but I can understand that some people might feel the game is missing something when those elements don't take as much prominence as in other titles.
Something DCish that might have worked to salve those criticisms was all the first-person stuff they showed off in the early reveals. It looked like players could meet up to some limited extent as their driver avatars with their cars, and have more first person experience with the cars out of the races themselves - but now that's purely a matter of opening the door and putting your hands on the wheel before the track loads.
For better or worse everything that makes DriveClub tick is found when you're on the track, and the menus are just simple and pretty means to that end. There's no tuning, or fleshed out garage or Top Gear narrated car class videos or detailed performance metrics or career path drama that might provide more context and flavor in other games. But hey, what we have right now provides for lightning fast load times and transitions - nothing extraneous, and I'm happy for it, just as I can be happy to experience most of those things in other games.
A buggy, yes. It is quite challenging to drive.
Its got nitrous too - wooot.