Not having played something doesn't eliminate me from the discussion.
The review quotes are indicating that DC doesn't have a rightful place or identity or soul whatever that freaking means.
All I'm saying is hardcore dedicated racing communities are a niche compared to shooter communities. Leaderboard climbers, lap time fiends, ghost chasers, they must number in the thousands.
I think DC attempts to bring competitive racing multiplayer to a new level by unifying everyone under one accessible , intuitive and addicting platform where every pillar of its design is there to promote competition. Much like the first Modern Warfare did for shooters.
I don't know about all that, but I don't even know why it needs to reinvent the wheel at all.
I mean, first of all, it has way more content than the majority of racers that came out in yesteryear, let's get that out of the way. It has a lot of tracks and a hefty number of cars. It's not Gran Turismo or Forza, but the insanely highly detailed cars have a very varied car-type selection and its real biggest flaw is that it's pretty centric in its worldview, it needed a more global car selection overall. It has plenty.
The issue seems to be at how no frills the game is. There's not really any customization options for the cars, you're not popping the hood. I love games that let me customize my cars like that, but crucially I do not think games with that feature had an inherent advantage over racers that did not, like many Ridge Racer titles for example. They have distinct gameplay directives.
A game without customization under the hood must therefore be extra mindful of specific car personalities and differentiating between classes, because it's a pure skill based game after all. What I mean by that is if you're driving the same exact car in a game like DriveClub, the only thing standing between you and that first place finish is skill. There's no variation in that simple calculus, and there's something enormously gratifying in realizing that and winning on those terms. It's incredibly tense and any arguments over who is better rest solely on whether someone took advantage of the widest breadth of their skillset to achieve victory.
On the other hand, a game that has customization has its own sort of strategy that lies around tuning your vehicle to obtain specific advantages. There is tons of enjoyable and engaging scenarios in these sorts of racing games, and there's a lot less predictability in terms of how races will play out. There can be a wide range of performances even amongst players who are otherwise very evenly matched skill wise. This is all part of the fun, of course. The downsides are it's harder to ensure even match-ups in the competitive circuit, and there are often very many ways to simply so overmatch your computer foes that a lot of the competitive tension gets sapped from certain scenarios. It's not necessarily pure skill vs. pure skill, in other words. Some times it comes down to who played longer to afford that upgrade that made their car run a little better.
Both ways are fine. Both ways are fun. It's perfectly OK to prefer one method over the other. It's perfectly OK to like one and not the other. What's not OK is to act like one is some dusty relic of times bygone with no merit to anyone, or that there's even anything inherently wrong with the approach.
Same goes for every feature. "Open world" is not an inherently next-gen feature. Open-world has been around as long as Linear games. Both have and always had distinct advantages and disadvantages.
Linear racing games, or as I now call them "Corridor Racers", have a specific advantage of being very tailor made to maximize the value of the racing mechanics. Because of the closed nature of these tracks, it's far easier to hand craft compelling series of turns, obstacles or other such challenges. You can guide your player more reliably through a great 3-to-6 minute chunk of racing gameplay. You can really sculpt races that precisely challenge individual aspects of your racing skill set, and the key is reliability. It's just more dependable in this way, which is not to say a good open world racing game cannot also hit some of these notes. On the other hand if you race a track a handful of times, you've pretty much seen what it has to offer - which can be a huge plus if you're in it to master your skills, but is a drawback for people who are more interested in aimless progression in a general sense.
Open world racing games have a huge layer of unpredictability on top, custom made paths, and this is both its biggest win and biggest loss. Because just as easily as you might participate in the craziest race where you barely dodge a tree going 200mph right before you lightspeed off a cliff jumping to your silhouette in the moonlight to land just in time to first place the bitch, you might just participate in a confusing and aimless series of barren field enterprises where you're so much better than your competitors you never see them anyway after 30 seconds and you pretty much coast to the finish line while on the phone with your best friend named Mango from Alaska.
The list goes on and on. Racing games - and other genres - haven't just "moved on" from great gameplay concepts from the past. We move on from things that have no value, not from fantastic things that just "only" appeal to a unique subset of us. We all have our preferences. What is embarrassing is just how many so-called 'reviewers' thought it was their job to pull the curtain down on an entire sub-genre of racing titles because they frankly don't fucking understand the first thing about racing games and what made them compelling through the generations