I think it really comes down to two things:Jeff is awesome because of his honesty. But dude is like 45 and really tired of videogames.
Not a big racing guy, except maybe Mario Kart, but I will say Jeff's complaints about car customization seem fair if what he says is true. Even if there's no tuning, color changes seem pretty basic and should be in there.
Eurogamer: 6
I think it really comes down to two things:
* He didn't like the simcade handling in DriveClub. He said it gave him no joy, no sense of realism nor enough arcade craziness, and no sense of reward in learning it.
* He'd just put serious time into Forza Horizon 2. That game has a LOT of content, and a lot of established formulas, and also trying new stuff.
That makes for a perfect storm and a low review score. Justifiably one too - because not everybody IS going to enjoy DC's handling, and if you don't enjoy it, there's no redeeming it.
Yeah, it's crazy that the OT would be full of people are invested in and like the game.
Game OTs are the worst place to go if you want a neutral viewpoint.
Definitely, and I think amirox makes a damn good point about mismatched expectations - and docking a game for not living up to a false image that was never sold.Shouldn't he review it for what it is? Should someone who can only appreciate PC racing sims review Mario Kart without an open mind?
The point is about racers that are in the middle of the spectrum between Arcade and Sim. It's about a game taking elements from each end in a confusing and in-cohesive way.
For instance:
'Grippy' car handling - That's something that i perceive belong more to an Arcade style racers where the handling is more forgiving to accompany wider range of players and Aracde gameplay.
Penalty system - the frequent crashes and penalty system that throttles your speed even when you're not to fault for the collision and the A.I. that sticks to a driving line -- i typically associate with games that require precision driving, as a Sim would.
So i can easily see how those 2 mechanics side by side will confuse the player, that they would be at odds with each other, and how it can appear that Driveclub is a hodgepodge of mechanics and design which makes it unclear what the game is aiming to be or how am i supposed to play it or what will happen in the next new event or car i drive, throwing at you curve-balls where the type of mindset and level of skill the game requests next varies between the Arcade and Sim ends of the genre.
Aren't you tired of Sony first party games being on the 7s range?? Is it too much to expect better games from Sony when lately most of its games are mediocre to average? Except for naughty dog and Japan studios I see games scoring below or equal to 7..The Order?? 7 or less write it down
Driveclub is coming out years after a boom of stylized, feature rich arcade racers.
It's lacking even basic features like replays, photo mode, split screen, upgrades/tuning/assist options, private lobbies for online, and even the weather that was advertised in parallel with its promotion. The core game hearkens back to a time when a racing title would fall or fly based on how players reacted to its take on the "feel" of driving, because they simply weren't aiming for (or weren't capable of being) simulation. It's why some reviewers simply find it not fun to play. It has fundamental game issues where players are punished for things simply out of their control in what's supposed to be a test of skill. Being rear-ended on a straightaway and having your engine throttled is simply unacceptable. It has an anemic three game modes; which amount to a race, a time trial, or a drift challenge. It has fewer cars on track or in online modes than many other games of its kind. Its multiplayer framework has also been severely compromised during its release window.
This isn't to say people can't or won't enjoy it. I'm probably going to love it, once the PS+ version is finally available in the US, but pretending that its criticisms amount to a petty squabbling that "its not open world!" shows a poor understanding of the expectations of the genre, and a poor reading of most of the reviews I've seen through the Metacritic list.
It's laughable to suggest an outside influence is taking part of the negative reviews. It's also laughable I feel people are compelled to like a game and going on a crusade against the reviews. I never understood that. I'm a huge Halo fan and despite that, I thought Halo 4 absolutely sucked balls in literally every aspects from the DMR, to online right to its interace, and thought the single player wasn't good. I am not saying the same for DriveClub, to each his own, but I think a lot of people including reviewers who actually tried a lot of other racers are more informed of what is a quality title and the number of features (like types of races)/options (social or otherwise) to be expected since they tried other racing titles. That is not to say you will not enjoy the game.
For example, people in this thread say DriveClub has a good presentation and good music. Many reviews site its bland presentation and poor music and sound, most likely they have seen what other racing titles have done in this area. Heck, one reviewer cited EA's social aspects of its racing titles seem to be more in-depth than DriveClub. My two cents.
Jeff knows his stuff (lol)
Is the game really missing that much?
So what the fuck was Evolution doing for the last couple of years and what kind of fucking state was the game in a year ago if this is what the delay produced?
I have yet to play DC (wanted to try out the PS+ version and I'm not a huge racing fan to begin with) but some lower rated reviews, as others have pointed out, seem to be judging the game based on the reviewers expectations rather than what the game is offering (see Amir0x posts for a better explanation). Then you also have reviews that are low but blame it on things that are not true, such as Gerstmann's review which said that customizationw as basically non existent and you could not change a cars colours and only a club leader could change a cars colours, things that have been brought up here by people who play them and actually are not true, yet GB gives it a 2/5. It's one thing to not like a game because it is bad, it's another to judge it based on false assumptions.
Absolutely - no game should be judged by false assumptions. For every game released, there is a bad review written and that can be one of them. From the reviews I've read though there are plenty of valid points in its criticisms with a lot of features not there but are in other racing titles and especially for online to what was marketed as a "social" racer and with "friends". Everyone should try the game for themselves. Maybe you will like it.
Driveclub is coming out years after a boom of stylized, feature rich arcade racers.
It's lacking even basic features like replays, photo mode, split screen, upgrades/tuning/assist options, private lobbies for online, and even the weather that was advertised in parallel with its promotion. The core game hearkens back to a time when a racing title would fall or fly based on how players reacted to its take on the "feel" of driving, because they simply weren't aiming for (or weren't capable of being) simulation. It's why some reviewers simply find it not fun to play. It has fundamental game issues where players are punished for things simply out of their control in what's supposed to be a test of skill. Being rear-ended on a straightaway and having your engine throttled is simply unacceptable. It has an anemic three game modes; which amount to a race, a time trial, or a drift challenge. It has fewer cars on track or in online modes than many other games of its kind. Its multiplayer framework has also been severely compromised during its release window.
This isn't to say people can't or won't enjoy it. I'm probably going to love it, once the PS+ version is finally available in the US, but pretending that its criticisms amount to a petty squabbling that "its not open world!" shows a poor understanding of the expectations of the genre, and a poor reading of most of the reviews I've seen through the Metacritic list.
When I see footage I really look forward to play it.
I don't believe shit what sites say.
How do you "review a game for what it is "
I keep seeing it said but really don't understand it.
Driveclub is an arcade racer lacking in content, compared to even titles that way preceeded let alone similar titles released more recently.
You can say the racing is good, as well as the graphics but it's still not even as good as the old Project Gotham titles, which is why I feel it deserves it mixed reviews.
Jeff on the Giant bomb podcast is pretty scathing, but I think he articulates his reasons for disliking it quite well.
It must require a serious hit - in the 6 or so hours I've put in I haven't experienced one of those yet. In fact, you can trade some paint without getting penalties to your score either. If its a small love tap, nothing happens, hit with a bit more force and you'll get a score penalty, and I guess a much bigger hit will get you an acceleration penalty.Is there a way to turn off the 'turns your engine off if you hit someone' rule? Because that sounds awful and takes a lot of the fun out of the game.
Exactly. Does the simcade handling work? Is it deep for sim drivers but accessible enough for arcade drivers? Does the scoring fit those goals? How do the large tracks and lighting conditions make for a different experience than its competition?What does the game set out to do/ try to be? It's a circuit racer with social features. Does it do that well?
What does the game set out to do/ try to be? It's a circuit racer with social features. Does it do that well?
vs.
I don't like Driveclub because I can't drive tanks across the countryside, shoot missles, swim underwater, explore tombs, kill zombies, or play as the Green Bay Packers.
It's not a shooter, it's not open world, it's not a 3rd person adventure, zombie horror, or football game. Knocking off points because of that, that's reviewing it for something it's not intended to be.
Here's a few that don't seem to understand that one really bad or average review doesn't mean the entire game is, nor that there aren't other reviews to the contrary.
What does the game set out to do/ try to be? It's a circuit racer with social features. Does it do that well?
vs.
I don't like Driveclub because I can't drive tanks across the countryside, shoot missles, swim underwater, explore tombs, kill zombies, or play as the Green Bay Packers.
It's not a shooter, it's not open world, it's not a 3rd person adventure, zombie horror, or football game. Knocking off points because of that, that's reviewing it for something it's not intended to be.
Just listened through the bombcast. I didn't know this game had zero assist controls other than transmission. That kind of sucks. I'll reserve judgment until I get my hands on the PS+ version, but that level of customization not being available is not good.
How is it lacking content?How do you "review a game for what it is "
I keep seeing it said but really don't understand it.
Driveclub is an arcade racer lacking in content, compared to even titles that way preceeded let alone similar titles released more recently.
You can say the racing is good, as well as the graphics but it's still not even as good as the old Project Gotham titles, which is why I feel it deserves it mixed reviews.
How is it lacking content?
20 hours in, all fun, and I'm not even half done with the tour challenges. And that's when multiplayer isn't on.
Its a ok game but to me seems dull after playing forza horizon 2
The handling model doesn't really need any assists though..
3 race types, and a very small selection of cars being the main culprites
DriveClub has a solid core, but it has plenty of issues too. Obviously the game is very barebones, which is currently being exasperated by the lack of online connectivity, but the weird choice to have cornering and collision penalties is, in my opinion, a terrible choice. Guess what, as much as I love racing games, I'm not too huge on "clean" racing. I love cutting corners, and I fucking love smashing into other cars on the track. I wanna sow a little chaos. I can already hear people saying, "well then you're a bad player and shouldn't play this game" but that's not true at all. I should have the option to play the game how I want to play it. The fact that DC doesn't let me is a big negative.
One man's lack of assists is another man's even playing field.Just listened through the bombcast. I didn't know this game had zero assist controls other than transmission. That kind of sucks. I'll reserve judgment until I get my hands on the PS+ version, but that level of customization not being available is not good.
One man's lack of assists is another man's even playing field.
It's nice to know that online, skill and maybe a little luck will be the determining factor of who wins a race or a challenge. Not who's got what assists on or off or what gear ration they're tuned to.
Those penalties so far have never got in the way of becoming 1st or earning stars, so DC does let you.