I haven't seen enough of it personally to comment if they are good or bad but I'm just saying that's the most important part of a racing game to me.Uh driving mechanics look sketchy? I'm not following.
I haven't seen enough of it personally to comment if they are good or bad but I'm just saying that's the most important part of a racing game to me.Uh driving mechanics look sketchy? I'm not following.
Graphics are amazing but those Driving Mechanics still looks so sketchy, i really hope it handles well or that would ruin the game for me, hate driving games with shitty handles
Based on my time at the expo it was the best handling racing game. It was better than FH2 and Crew.
Open world racing games pretty much have to compromise on the racing due to the nature of open world design, but it does add other benefits that people enjoy. Not me, really, but I find most open world games lacking in general.
Open world racing games pretty much have to compromise on the racing due to the nature of open world design, but it does add other benefits that people enjoy. Not me, really, but I find most open world games lacking in general.
I assume this was with a controller?
One sentence not about frames per second and immediately there are reading comprehension issues.
DriveClub is not open world, so "that is indeed the second most disappointing thing" doesn't apply.
I think I'm confused. Are you saying Driveclub won't have awesome track design like Motorstorm did? Why do you think that? Because it's not open world? But Motorstorm wasn't open world either =/What benefits would that be? That is indeed the second most disapointing thing about Driveclub/Evo, first being the bad joke which is a 30FPS racer in 2014. But Evos strong point with Motorstorm was AMAZING and memorable track design. No everything looks the same, besides you are still choosing racing tracks. Great.
It's not open world in the sense that you are driving around where you want, but it's open world in the sense of that they created a huge open territorium where the racing takes place? That is what I thought.
It's not open world in the sense that you are driving around where you want, but it's open world in the sense of that they created a huge open territorium where the racing takes place? That is what I thought.
What benefits would that be? That is indeed the second most disapointing thing about Driveclub/Evo, first being the bad joke which is a 30FPS racer in 2014. But Evos strong point with Motorstorm was AMAZING and memorable track design. No everything looks the same, besides you are still choosing racing tracks. Great.
The time spent on something doesn't automatically make it better than something else, especially when that 'something else' is a different type of thing. You also have no idea how much time these devs spent on what.
Its also worth remembering that in open-world racers, these roads the devs are building *are* the racetrack, basically. Designing the world is intrinsically linked to the quality of the racing itself.
There is no compromise. The 'fun' of these games is merely achieved in different ways.
Purely from a track design perspective, even ignoring the work environmental artists have to put in there is quite a difference between creating a track purely for racing than a general purpose street that is connected in various directions.It's going to take me longer to work on 16 miles of road than it is a 2mile track...
What benefits would that be? That is indeed the second most disapointing thing about Driveclub/Evo, first being the bad joke which is a 30FPS racer in 2014. But Evos strong point with Motorstorm was AMAZING and memorable track design. No everything looks the same, besides you are still choosing racing tracks. Great.
that was only one "journalist".
Do you not remember? It was posted around like it was gospelA year ago? It was Ryan "Mr. Xbox" McCaffrey in an IGN preview right before E3.
DC isn't open world in any sense. It's a track/circuit based racer. You'll select the specific track/circuit that you want to race on from a menu.
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My mistake then. I just took it, since they were talking about modelling every fine detail of the world is so important, they were going some sort of open world. That makes 30FPS even less understandable. Well, at least, those people who can bear with it are probably in for some great track design, given their...hrhr...track record. You get it.
I don't think anybody is saying open world racers CANT be as detailed or well designed as their closed circuit cousins...simply that given dev teams of equal size, and an equal amount of time...that man hours have to be spread out over much more area on the open world racer...
While there is certainly more to test because of the increased range of interaction, and there is more artist time to fill it out with well-distributed quality of detail, due to players being so close to it all, if the future of closed circuit racing is hinted at by Drive Club, I wonder if that actually holds true now or if it will continue to be so given so much work done on environment, yet clearly demanding a lot of developer engineering and polish all the same. The same procedural approaches to systems-driven behaviors featured and layered all around the game world and the tools used to create those endless horizons of dense foliage and geometric detail can be used just as well in a game world that the players can drive within and through and not just the slivers of road and track that confines them in DC. QA and optimization may be a bit more burdensome with an open world game, but I wonder if it's really so much more so when all modern major game development software and design focus is now built around the streaming game world that makes up some of the most popular games sold today.
Well, I still don't really find the idea of manpower/time to be a total barrier to open world design when the race venues can still be handled the same and the open road/world element simply a connective tissue that doesn't necessitate the same level of care or design. I mean, no one particularly cares or even expects that the outside world of roads that connects real world tracks and courses isn't up to that same level of design and challenge. A open road/world racer generally never asks the the player to engage with the same level competitive control as they do on a proper race track or course.DC is actually the perfect example of what I'm saying however...considering that the game was delayed for a year...
I enjoyed Burnout Paradise as well, I have the platinum on the PS3, but it wasn't the P2P racing that hooked me but the stunts and the other million fun things you could do in paradise city, both solo and multiplayer. Tbh, racing in the city was my least favourite thing to do in paradise city.You can't generalize from one game, though.
As a counterexample I've found that Burnout Paradise was a treat playing on the PS3.
From my point of view, it was near perfect on a technical level.
However, I'm with you regarding the race selection, there's nothing like a well done menu.
Having to drive through the whole map to select a race is quickly becoming tiresome, and the main reason why I've stopped playing this game.
I'm glad DriveClub uses a far more effective race type -> location > track selection menu (and so glad the races load so fast!).
I'm sure it could have been, but it would be an entirely different game than it is now. I believe that it's pure racing would have suffered and it would not be as focused a racer as it is now. There are too many elements/variables that enters the fray in open world racing games that in no way mimics professional racing. Driveclub goes against that grain.lukeskymac said:But don't you know that with that line of thinking, you're implying that Driveclub could have been open world and 60fps as well????
Well, I still don't really find the idea of manpower/time to be a total barrier to open world design when the race venues can still be handled the same and the open road/world element simply a connective tissue that doesn't necessitate the same level of care or design. I mean, no one particularly cares or even expects that the outside world of roads that connects real world tracks and courses isn't up to that same level of design and challenge. A open road/world racer generally never asks the the player to engage with the same level competitive control as they do on a proper race track or course.
In any case, I think it's past generations' technological limits of platform performance and developer tools that keeps this idea alive and still possibly true. I expect most if not all racers this generation to go open road/world due to player expectations, sales successes of those games, and the general trending of all game software, regardless of genre, while the traditional menu-connected approaches start to feel very antiquated and fall by the wayside pretty fast. As well, I'm keeping in mind that Evolution is not a small studio and is backed by big money and Sony on the most popular new console available. Whatever concerns there could be about studio size and open world game development seem to not really factor in with racers on the level of Drive Club.
It's mildly disconcerting that you use nearly the King Baldwin avatar that mod, Zeliard, does. Keep thinking it's him.
When I buy a racing game it's to race as if I'm watching V8`s, Formula 1 etc. To get the same feel of learning a track completely to be competitive. I don't feel I can do that with an open world racer, so I really hope it doesn't become a trend.
30fps games are perfect on RP, like NFS works great. I think 60fps games don't translate so well though, major jitter in Minecraft and Diablo.
DC is just a testing ground for the engine that will power the glorious ps4 Motorstorm.
DC is just a testing ground for the engine that will power the glorious ps4 Motorstorm.
The more open structure can still limit players as the designers see fit to enforce a tighter challenge that isn't breakable by having too much freedom of movement involved. Atari's Gravitar and 720° did this by simply making the interconnecting world lead to closed areas, but allowend players the freedom to control and interact using the same gameplay control and rules.
No, they both gave you a playable level select screen - and if you lingered on either enemy ships or bees swarms would hurry you along. They were no different to choosing a track in a time-limited menu using the steering wheel.
Got a chance to play this today. Its for sure a solid racer but I was slightly underwhelmed with both gameplay and graphically.
Its looks good and plays solid and idk I think I was expecting too much with the way some GIFs make it look. Could just be the track I was playing on as well though. The time of day change while racing is pretty slick though.
Sorry, had way too much caffeine yesterday and was just typing stream-of-consciousness-style. Had no time to think of blocking out thoughts and larger related points let alone consider readability.Also, Hedgehog - paragraphs dude!
DC is just a testing ground for the engine that will power the glorious ps4 Motorstorm.