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Driveclub PlayStation Plus Edition (Out Now)

Forza is so much better than Driveclub that any comparisons are meaningless. He's right; it is the Killzone of driving games. There are much better options out there in the genre.

Not sure why people are being so defensive about this.

No one is getting defensive. I couldn't care less about Forza, which is why you will NEVER see me in a Forza thread shitting it up with BS.

Forza being better is your opinion, which is fine, but please don't state it like it's fact. I am sure many people don't agree with that.
 

MMaRsu

Member
It's one of the worst reviewed PS4 games! If I'm trolling, it is a completely objective troll.

I just don't think it's a very good game. They seem to be continuing to patch it, which is why I continue to look at Driveclub threads from time to time, but it's truly a game without a market.

Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

It's just piss poor game design. There may be a decent game buried somewhere, but I haven't seen it yet. Maybe they're working on a 1.5 patch that overhauls the thing.

Maybe people just need to not give up after a few tries.

The regular tour starts you off a lot easier. Why do you think its not a good game?

Reviews say fuck all these days. Shadow of Mordor got multiple GOTY awards. Lol
 

Nyx

Member
It's one of the worst reviewed PS4 games! If I'm trolling, it is a completely objective troll.

I just don't think it's a very good game. They seem to be continuing to patch it, which is why I continue to look at Driveclub threads from time to time, but it's truly a game without a market.

Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

It's just piss poor game design. There may be a decent game buried somewhere, but I haven't seen it yet. Maybe they're working on a 1.5 patch that overhauls the thing.

Piss poor game design? I would say needing '30 hours' to get good at this game is a piss poor and false argument.
 

Avatar1

Member
Like I said before, if this game booted with a SEGA and then an AM2 logo (when that still meant something) instead of Evolution I think this game would be very highly esteemed instead of somehow being "soulless".

Then again...this is one of those fanboy war games.
 

desu

Member
Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

What the hell? Not even sure what to say about this ...

Once again, the Startline tour is super vertical slide of content. Some of it's events are actually from tours that have been released 4-5 after the main game came out. So yeah they are harder because people don't need some dumb races they can just win on the first try. The social aspect is still entirely optional and you never need to join a club or anything, so I don't get how that would correlate to the difficulty of the game.
 
It's one of the worst reviewed PS4 games! If I'm trolling, it is a completely objective troll.

I just don't think it's a very good game. They seem to be continuing to patch it, which is why I continue to look at Driveclub threads from time to time, but it's truly a game without a market.

Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

It's just piss poor game design. There may be a decent game buried somewhere, but I haven't seen it yet. Maybe they're working on a 1.5 patch that overhauls the thing.

Come on now. You need to go back to troll school bro. You use so many words to say basically nothing of substance except you don't like the game and Forza is better. If you hate the game why are you here?

Also if you this this game is hard you really suck at games bro. Is Forza THAT easy? Oh I forgot with the rewind feature you can never lose a race right? Come on now stop with the hate. it only breeds more hate.
 

Mabufu

Banned
It's one of the worst reviewed PS4 games! If I'm trolling, it is a completely objective troll.

I just don't think it's a very good game. They seem to be continuing to patch it, which is why I continue to look at Driveclub threads from time to time, but it's truly a game without a market.

Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

It's just piss poor game design. There may be a decent game buried somewhere, but I haven't seen it yet. Maybe they're working on a 1.5 patch that overhauls the thing.

It's not hard as balls. Not even close. It's just some of you dont understand how it works.
Some of you will try to play a Burnout game, and others a Forza game. You will see DC doenst work like that and say "omg is so hard".

It's ok. You can say "I suck at this", but that the game is bad, poor, or awful, is just lying to yourselves, maybe to not admit that you suck.
 

Footos22

Member
It's one of the worst reviewed PS4 games! If I'm trolling, it is a completely objective troll.

I just don't think it's a very good game. They seem to be continuing to patch it, which is why I continue to look at Driveclub threads from time to time, but it's truly a game without a market.

Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

It's just piss poor game design. There may be a decent game buried somewhere, but I haven't seen it yet. Maybe they're working on a 1.5 patch that overhauls the thing.


Its not hard as balls, its got a very nice learning curve, if you do the tours and packs in order you will never have a problem. Unless you completely just suck at it.

Whats so hard about exactly? that you haven't got a guideline to show you the best way round a track? Ahh the good old days. where you had to actually learn tracks.

I'm hardly the best at racing games but i find this an absolute joy to play.

Thinking Forza's better is entirely your opinion. Have put plenty of hours into forza 5 and horizon, both good games but nothing comes close to the competitiveness and thrill of the racing in driveclub. Helps that the sense of speed is way way better than forza too.
 

Cheech

Member
The social aspect is still entirely optional and you never need to join a club or anything, so I don't get how that would correlate to the difficulty of the game.

What's the point, then? Serious question.

As an arcade racer, it fails due to learning curve.
As a sim racer, it fails due to lack of depth.

As such, there's nothing really to build off of. Yes, there are club/social elements, but what is the point when the barrier to entry is so high? What else is there?

That's what I meant by poor game design. The entire thing feels soulless and with no hook to reel people in and keep them playing.
 
Forza is so much better than Driveclub that any comparisons are meaningless. He's right; it is the Killzone of driving games. There are much better options out there in the genre.

Not sure why people are being so defensive about this.

Because it is not. They are different subgenre's. Forza is a sim, Driveclub is not a sim. That is like saying, Gran Turismo is better than Need for Speed.

I have played almost all of the major racers released in the last two generations, only minor time spent on project cars though, but all of the racers I have played amazingly enough have been pretty solid both in terms of mechanics and performance. Preferences about gameplay is probably going to be the main seperator between them all.

What's the point, then? Serious question.

As an arcade racer, it fails due to learning curve.
As a sim racer, it fails due to lack of depth.

As such, there's nothing really to build off of. Yes, there are club/social elements, but what is the point when the barrier to entry is so high? What else is there?

That's what I meant by poor game design. The entire thing feels soulless and with no hook to reel people in and keep them playing.

If you are used to playing a sim, then finding DC difficult is laughable. The barrier is not that high, the only people who I would find having an issue fall into two camps, people who think it is sim (so they play it like a sim) and those who have never played a racer in their life.

Comparisons to Forza that happen way to often highlights the POV of people lambasting DC. I don't recall people ever going into NFS threads and running comparisons like that.
 

MMaRsu

Member
What's the point, then? Serious question.

As an arcade racer, it fails due to learning curve.
As a sim racer, it fails due to lack of depth.

As such, there's nothing really to build off of. Yes, there are club/social elements, but what is the point when the barrier to entry is so high? What else is there?

That's what I meant by poor game design. The entire thing feels soulless and with no hook to reel people in and keep them playing.

So you still havent actually said why its a bad game. There is no high point of entry or a barrier to these social events like challenges. Just a fun way to compete with friends.

Maybe if your ass sucks at racing games then it can be a barrier, but getting good at a good game takes practice. Its not an arcade title but its not a sim either.

that doesnt make it babbys first racer or the hardest game ever.

It makes for a great game where skill is rewarded and where you constantly get better as you learn the tracks and get better at the cars you enjoy.

Not sure wtf you are talking about. Sounds like you havent played the game at all.

Piss poor posting there mate.
 

joecanada

Member
It's one of the worst reviewed PS4 games! If I'm trolling, it is a completely objective troll.

I just don't think it's a very good game. They seem to be continuing to patch it, which is why I continue to look at Driveclub threads from time to time, but it's truly a game without a market.

Wasn't the initial marketing pitch for this game supposed to be that of a fun, social racer? Why make it hard as balls then? People shouldn't have to spend 30 hours to get "good" at a game that is supposed to be a fun social racer from the makers of Motorstorm.

It's just piss poor game design. There may be a decent game buried somewhere, but I haven't seen it yet. Maybe they're working on a 1.5 patch that overhauls the thing.

Lol its not even as hard as gt can't wait for that to come out now... downloaded this game and got first place in the very first race I ran and by a wide margin too.... Haven't played any racing game for about 5 years
 
India or other tracks?

I've been seeing the same pretty limited population in non-India events for a while now. I think it is just down to a relatively small population of users.

If you try India events you should get nearly full lobbies (for now at least) particularly if you play at times of day when Europe is online. Also, races seem more popular than team races which in turn seem more popular than time trials (individual and team).

In races that aren't ps+ edition. Yea i think the amount of full game players died out or something but anytime i want to race in hyper/Japan its always empty. Sucks too cuz Japan is my favorite
 

nib95

Banned
There is so much I find inaccurate with this post, or that I disagree with, that I'll go through why point by point.

Evo X said:
I played the game for a few hours and through all 10 Tour events in the game, so I think I can give a fair assessment now.

Pretty much concluded that this is the Killzone: Shadowfall of racing games. Ridiculously pretty, but ultimately lifeless. Style over substance.

Right off the bat I strongly disagree, but we'll go through the rest of your post regarding the validity of some of your complaints, many of which I feel are completely misplaced.

Weather.
My biggest complaint is the weather effects; they are WAY overdone and in your face. I get that they want to show off their tech, but design and aesthetic choices should never hinder game play. Even in third person mode, the whole screen is covered in haze and droplets, to the point where I cannot reliably see where I am going. This has led to many mistakes that could have been avoided. Even though I am quite experienced with racing games, it was quite difficult to even get in the top 5 position in the first few races because of this fact. I know many are gonna scream,"it's realism bro!", but it's not. It's fancy effects for the sake of effects. Simple rainfall should not feel like a hurricane. I have raced on tracks in real life in the rain and it is no where near as bad as this.

The weather effects are among the most accurate in any racer, at least from a graphical and environmental standpoint. I wouldn't boast about having racing experience in real life in heavy rain, and then say something silly like Driveclub's is over done. Not only is Driveclub's not over done (especially for the amount of rainfall it depicts during storms), it's actually toned down compared to real life. In real life, racing in close to the sort of rain experienced in the game, is nigh on impossible. For a start, you're barely be able to see the cars in-front of you let alone the track, Instead often all you see is masses of rain kick back and spray. In Driveclub they've actually massively reduced the amount of this, in order that you can still race, and have some level of visibility.

Some references of what an actually realistic representation of racing in heavy rain would look.

https://www.youtube.com/watch?v=OyHpqKiDMJ0

https://www.youtube.com/watch?v=736TOfmCTz4

And the hyperdrive snow effects? Believe it or not they're also realistic.

VertigoSnow_photo-NeilProvo.jpg


B77I1GnIIAIwtUc.jpg


AI.
Second complaint is the AI. After racing the drivatars in the past few Forza games, this feels like a huge step back. They never split up or make any mistakes. Just perfectly follow a line through every course, which makes them look more like a train than individually piloted cars.

Again, completely false. The AI constantly split up, change racing lines, adapt to the situation, pull off good overtaking, make mistakes et all. In-fact, I've found them to be surprisingly dynamic and aggressive, more so than in most racers. Does this look like they all just follow one simple robotic monotonous line?

AlgWdy.gif



Rubber banding.
Third complaint is the "dynamic difficulty" aka rubber banding. I know they say it's minimal, but I've noticed it on several occasions, one that totally took me out of the experience. I am lucky enough to have driven many of these sports and super cars in real life, so I know what they are capable of and how they should behave. I was going ~130mph and accelerating on a straightaway in a V12 Aston Zagato, when I was overtaken by a Caterham R500. Sorry, but in no universe is that possible.

Again, you've got it completely wrong. Rubber banding would never kick in to allow the AI to unfairly overtake the way you've described. That sort of rubber banding does not exist in the game, at all. All the dynamic AI consists of, is cars that slow down for you if you're driving extremely poorly, or slowly, e.g. way behind the entire pack. Or whom do not drive at the highest level if you're a competent racer. They do not however, ever race beyond their capable means, even if you happen to be driving well, or even very well. That's why you can put massive time between you and the AI in second place, even if you're driving in the same vehicle, and even if the AI is set to one of the hardest difficulties.


If an R500 overtook you, it's because you either had a slower exit speed out of the last corner, and/or it used slipstreaming effectively. Drafting in this game can produce some particularly advantageous scenario's, so you're likely just confusing it with that, or just poor driving. A good bit of advice to avoid the AI taking too much advantage of your slipstream, is to move off race line on longer straights and stretches, or simply make sure the AI can never get a full draft.

Handling control and finesse.
There is just something off about the handling as well. There is not much of a middle ground between grip and losing control. In Forza, I can play with the cars at the limit and adjust them mid corner through throttle control and steering. This game does not provide that fine level of control and playfulness. The cars go from grip + understeer to violent snap oversteer in an instant. The lack of rewind feature is also quite disappointing. You can play amazing 90% of the race, but a single fuckup means having to start the whole even over while you get overtaken by the train of robots you fought so hard to get ahead of.

Again, completely disagree. In the OT we've literally done hundreds of different challenges amongst ourselves, and generally these involve us forum members ousting one another by 100th, sometimes 1000th of a second, lap after lap. Continuously knocking off milli seconds, and finding time in millimetre precision cornering. This game allows you that degree of control and versatility, and it's one of the reasons it's built up such a strong community of gamers, many of whom have played it since launch, and still play it just as as much to this day.

If you're finding it hard to tame or get a read on the vehicles, it's probably because you just need more practise with them, or need to adjust to that vehicles particular characteristics. Certain vehicles, for example the Ariel Atom, are notoriously finicky, but extremely competent when properly mastered. So many of the vehicles in this game have a unique personality to their handling and physics, that sometimes there is a bit (sometimes a lot) of adjustment required.

Customisation.
Lack of customization is a bummer too.

I think the point of Driveclub is that everyone is always on a completely level playing field, with the only differentiating factors being your car and skill. In that sense, for me personally this is not a negative, though I would have loved cosmetic upgrades such as spoilers, body kits, rims etc.

Fun factor and difficulty.
Overall, I just didn't have much fun and it's not just because of the difficulty. Bloodborne is my favorite game of the year, but when I fail in that, it is almost certainly because I made a mistake. In this game, it's either because I couldn't see where I was going, the car did not handle how I expected it to, or an AI rammed me off the road because I happened to be within it's prescribed racing line through a corner.

Fun factor is subjective to you, so that's fair. However, a lot of your complaints up to this point seem off base to me, as mentioned throughout, not as a matter of subjectivity either, but objectively speaking. The rest makes me think that difficulty did play a role, even though here you imply the contrary. There's little point in comparing it to Bloodborne, as it's a different game and altogether different genre. Difficulty in a racing game might simply be more frustrating to you than difficulty in other genre's of games, especially if as you mentioned, you're used to using things like rewind and tuning, to make life easier.

Soul.
It's hard to put into words, but this game just doesn't have much personality or that "it" factor. I don't believe it will leave much of a legacy.

I am confident Driveclub will be a cult favourite in years to come. It's essentially this generation's Project Gotham Racing or WRC. Games that didn't necessarily set the world on fire in terms of popularity or sales, but were among the best at the time in their particular sub genre's. Driveclub has more personality to me than nearly any racer I've played in years. The un-mtached sense of speed, the audiovisual tour de force, the breathtaking environments and track design, the cleverly implemented tech (volumetric clouds, dynamic time of day, weather, lighting etc), which completely change the tone, atmosphere and 'personality' of a track dependant on conditions, these sorts of things, coupled with the crazy fast loading times, the incredible visuals, and the refined simcade handling physics, just come together to make it something really special.

No other racer I've played has captured the thrill and adrenaline of racing these beastly cars, quite the way Driveclub has, and that to me is one of the most important 'it' factors there is to a racer.

I have no issue with people disliking the game. No game is going to be to everyone's tastes. I just wish there was some more consistency and accuracy to some of the complaints. So many of yours for example, as discussed, just seem amiss.
 
What's the point, then? Serious question.

As an arcade racer, it fails due to learning curve.
As a sim racer, it fails due to lack of depth.

As such, there's nothing really to build off of. Yes, there are club/social elements, but what is the point when the barrier to entry is so high? What else is there?

That's what I meant by poor game design. The entire thing feels soulless and with no hook to reel people in and keep them playing.

Please just stop you nonsense. There are plenty of people who don't like Forza. In fact just the last two or three GT games sold more than all Forza games combined! Does that mean that Forza also have poor game design and that it lacks focus in what it is trying to do? Because not everyone it buying it? Of course NOT. People have different opinions and different taste in games. We get it you don't like this game and you love Forza. Fine go play that game and let people enjoy what they like. No one is questioning or berating you for liking another game. There are plenty of people here who have played both and think Driveclub is better so to each his own.
 

Anarion07

Member
I just love these arguments.

"It's too hard! It hurts my feelings".

"Meh, rubberbanding, I can finish first even after spinning out 5 times"
 
I don't know what the hell is going on in this thread but I decided to give the game a whirl and its not so damn bad. It looks good and while I did poorly in a few races I think the game is pretty solid. Not sure if I'll get the full game but I'll play a few more times before making my decision.
 

Mabufu

Banned
What's the point, then? Serious question.

As an arcade racer, it fails due to learning curve.
As a sim racer, it fails due to lack of depth.

As such, there's nothing really to build off of. Yes, there are club/social elements, but what is the point when the barrier to entry is so high? What else is there?

That's what I meant by poor game design. The entire thing feels soulless and with no hook to reel people in and keep them playing.

Seems like your mind is doing some strong efforts to self-convincing you about something that is just wrong.

Dont tell me.
Your friends are all Forza fans and you will feel displaced if you say something good about DC, so you are raising your shield subconsciously.
 

MMaRsu

Member
I don't know what the hell is going on in this thread but I decided to give the game a whirl and its not so damn bad. It looks good and while I did poorly in a few races I think the game is pretty solid. Not sure if I'll get the full game but I'll play a few more times before making my decision.

Just remember the tour in the ps+ edition is pretty hard as it starts with all weather races. The normal tours allow you to get a lot better at learning the tracks and the handling model.
 

jimboton

Member
The most soulless thing ITT is the amount of people who have lost the ability to enjoy an arcade racer that doesn't let them rewind every turn and win every race.
 

madp0k

Member
Feels like a proper driveclub thread now fellas, carry on, looks like the thread has a rewind feature
to every driveclub thread since release
 
What's the point, then? Serious question.

As an arcade racer, it fails due to learning curve.
As a sim racer, it fails due to lack of depth.

As such, there's nothing really to build off of. Yes, there are club/social elements, but what is the point when the barrier to entry is so high? What else is there?

That's what I meant by poor game design. The entire thing feels soulless and with no hook to reel people in and keep them playing.
Sounds to me like you just need to gitgud. Maybe there's a Dora the Explorer kart sim out there being made for you.
 
"How can I shit on this game, I know, I'll make up arbitrary rules that define a genre"

"Arcade games can't be challenging! Woot I won an argument I created!"

Seriously his comparison with Killzone tells you everything you need to know about him as a poster, like he's trying to get two birds with one stone.
 

Noobcraft

Member
I don't really like Driveclub but for me it's because the game is missing motivation. In other racers there's a "why". In Gran Turismo there is context to why you are racing. In Horizon you are driving around at some rich dude's festival, competing to be the champion of the event. In Driveclub there isn't any of that. There's no explanation of why you're driving supercars around in the mountains on windy roads. I didn't find the driving model very fun, and there was nothing else to motivate me to do the tour. Most of my time with the game I spent in time trials with extreme weather because that is the only area I had fun with in the game. I even have (or had) some #1 spots on the leaderboard with certain cars. It's frustrating to me that to put up top times on the leaderboards you need DLC cars because most of the time the stock cars on the disc aren't competitive (just like the yellowbird ruined drag racing in Forza 5).
 

ps3ud0

Member
This does remind me of when people started to play Souls games and just found it too hard and expected to play through it with minimal effort/changes in tactics. Handholding in games is so rife that when a game doesnt do it people rather blame the game then their own shortcomings...

Practice makes perfect

ps3ud0 8)
 

kazinova

Member
The menus
The music
The empty wind swept course intros
The stilted getting into the car animation every single race
The AI
The handling model
The car list
The lack of options
The lack of customization

Many of these things can lead to someone feeling like the game has no soul. If you like the car list, and like the handling model, and don't mind lack of customization and variety then you will think the game a soul.

Don't pretend the game is something it isn't just because you like it. There are people out there who don't like Shadow of the Colossus and think it's dull and empty and soulless. I, and many others, think it's full of style, substance and soul. But I don't begrudge someone for seeing something different. I totally get what they see, long waits between action, minimal direct story, vague objectives. I could see that just not being someone's cup of tea.

Likewise, I don't like Driveclub; it lacks the options I want in a driving game that's mechanics focused, and lacks the punch that I want out of a driving game that focuses on style over sim.

I can totally see there being people who like the combination of mechanics and aesthetics in Driveclub. No complaints with people liking what they like.

Tons of people hate FH2, that doesn't change how I feel about the game. **Shrugs**
 
Glad you guys and gals are enjoying the PS+ version. The game is a lot of fun and its sad to hear that they will be focusing on making DC a service going forward. Would love to see this game evolve but alas we can't have everything we want in this life.


Meh, its a corridor racer so I'm not interested.

edit: sad to see this thread has turned into someones DC bashing thread. We get it, you like Forza better.
 

SerTapTap

Member
Rewind and lack of non-aesthetic customization are two of the complaints I understand the least. I am not good at racing games but when I play them I don't want to fuss with stupid RPG crap to make my car "the best" nor do I want a free-win button. And Driveclub's experience system and side-goals for tours does a decent enough job of motivating me to at least finish a race instead of instantly ragequitting. That alone has made me enjoy racing a lot more. The one time I got really frustrated with Driveclub was on a track I hadn't played with a huge twist right off the bat where I kept restarting. Restarting is the devil.
 

SiPetrikov

Neo Member
I'm really not sure about Driveclub. I played an hour or so and never really felt like I was in control. The handling felt floaty and playing first person just made it worse. Plus I never had any general awareness. I kept finding cars in places I didn't expect them and it was screwing up my line (which is probably to the credit of the AI honestly, it seemed to be pretty agressive and a bit challenging to defend, but when I was just trying to get used to the game it was really frustrating).

I think I just underestimated how arcade-y it would be. I'd like to give it another chance without the weather conditions on. It's a bit too much when I still don't really have the basic controls down
 

firehawk12

Subete no aware
I still wish that there was a racing line mode. I don't care if you invalidate the entire race or whatever, but for a game that wants you to stick to a line or you get penalized, it should at least try to teach you were you should be. And heck, strictly following the racing line doesn't lead to optimal times anyway, so I don't know what they were afraid of.
 
I don't really like Driveclub but for me it's because the game is missing motivation. In other racers there's a "why". In Gran Turismo there is context to why you are racing. In Horizon you are driving around at some rich dude's festival, competing to be the champion of the event. In Driveclub there isn't any of that. There's no explanation of why you're driving supercars around in the mountains on windy roads. I didn't find the driving model very fun, and there was nothing else to motivate me to do the tour. Most of my time with the game I spent in time trials with extreme weather because that is the only area I had fun with in the game. I even have (or had) some #1 spots on the leaderboard with certain cars. It's frustrating to me that to put up top times on the leaderboards you need DLC cars because most of the time the stock cars on the disc aren't competitive (just like the yellowbird ruined drag racing in Forza 5).

There doesn't need to be a reason to be driving around mountain roads. That's the whole point of the game. It's made for the thrill and serene feeling of driving a beautiful and fast machine through some gorgeous roads. Idk about you but I take my actual car out at least once a week on a long drive and this game tends to capture the pure nirvana of driving for me. Sure it's not gamey like GT or Forza with a goal. But that was never the point of the franchise. The end game or goal is not winning a race to see jets fly over and and confetti. It's to shave milliseconds off your time and that to me is the most gratifying aspect
 

nib95

Banned
I'm really not sure about Driveclub. I played an hour or so and never really felt like I was in control. The handling felt floaty and playing first person just made it worse. Plus I never had any general awareness. I kept finding cars in places I didn't expect them and it was screwing up my line (which is probably to the credit of the AI honestly, it seemed to be pretty agressive and a bit challenging to defend, but when I was just trying to get used to the game it was really frustrating).

I think I just underestimated how arcade-y it would be. I'd like to give it another chance without the weather conditions on. It's a bit too much when I still don't really have the basic controls down

I would practise with time trials or single races (not part of the Tours) in dry conditions to get used to things first. Personally I just did a bunch of time trials and kept knocking time off my laps until I got a feel for the cars, tracks and handling model.

With time trials at least you can keep an eye on individual sector times, and see specifically which corners you're losing or making time on, and how to best approach them for maximum speed. My advice on that front is be ballsy, don't just race the same way each lap. Take risks, push the car to the edge, see how much of certain apexes you can cut, how many yellow flag (and even some red) corners you can take without braking, or with just throttle control etc.
 
I don't really like Driveclub but for me it's because the game is missing motivation. In other racers there's a "why". In Gran Turismo there is context to why you are racing. In Horizon you are driving around at some rich dude's festival, competing to be the champion of the event. In Driveclub there isn't any of that. There's no explanation of why you're driving supercars around in the mountains on windy roads. I didn't find the driving model very fun, and there was nothing else to motivate me to do the tour. Most of my time with the game I spent in time trials with extreme weather because that is the only area I had fun with in the game. I even have (or had) some #1 spots on the leaderboard with certain cars. It's frustrating to me that to put up top times on the leaderboards you need DLC cars because most of the time the stock cars on the disc aren't competitive (just like the yellowbird ruined drag racing in Forza 5).

It's a racing game. The motivation is to compete in races and try to win. Or to face challenges and finish as high up the leader board as you can.

Is the festival atmosphere the mysterious 'soul' we hear so much about.
Seems like a completely uneccessary tack on to me and in my experience of the original Horizon it became dull quickly.
I just wanted to race. Not play Glastonbury:The Simulator.

>edit. Actually if it had least had the musical breadth of your average Glastonbury it mightn't have been quite so boring.
 

Brandon F

Well congratulations! You got yourself caught!
I really appreciate driveclub's reductive design model of not adhering to caRPG design concepts like upgrades or advanced tuning. There is a pureness about its static approach that hasn't been seen for a long time, closely resembling Sega Rally or Rallisport Challenge more so than Forza or GT. The lack of identity argument is a bit ridiculous given how intent some are to wrongly shove this game into two polarizing extremes. It's very freeing to experience a racing game again where only the car, track, and my skill was on the menu.

I can't really agree with the anti-rewind arguments though.
 

IKizzLE

Member
I still don't understand why every Driveclub thread goes to shit.
Like, does this happen in every racing thread?

Do people who have no intention of ever playing a game actively take time in their day to post in topics they have no genuine interest in and add no value to the topic?

If you don't like the game, why continue to post like 10x reiterating the same thing over and over?

And why is Driveclub continually compared to games like Burnout and Need for Speed or Forza and not GRID or Project Gotham Racing? SMH....
 
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