New Driveclub gameplay footage

Fatboi1

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Theses xbots are pathetic man. Only thing they do these days is troll ps4 thread. I bet if we ban them for a week, this forum section would improve immensely.
There's just something about the way Meach trolls that's annoying. He puts on this faux concerned facade which is transparent when you sit and look at it. Once you point it out he claims YOU'RE the one that's a fanatic and to not get upset at his "genuine" opinions. At least hiphoplies4eva's trolling is consistent and admittedly hilarious.
 
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MeachTheMonster

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There's just something about the way Meach trolls that's annoying. He puts on this faux concerned facade which is transparent when you sit and look at it. Once you point it out he claims YOU'RE the one that's a fanatic and to not get upset at his "genuine" opinions. At least hiphoplies4eva's trolling is consistent and admittedly hilarious.

Nothing I said in here was trolling. Y'all are just unwilling to accept any criticism towards Sony games. Driveclub is very limited compared to other racing games, and there's no question about that. Why does it hurt so bad to admit that?
 

Malta

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Now who else wanna fukk with Hollywood Court?
Nothing I said in here was trolling. Y'all are just unwilling to accept any criticism towards Sony games. Driveclub is very limited compared to other racing games, and there's no question about that. Why does it hurt so bad to admit that?


You want everyone to concede to every point you make, yet refuse to admit the obvious, Ryse looks better than Infamous according to you and Forza 5 looks better than DC, yet you want everyone else to take your opinions seriously? :camby:
 

MeachTheMonster

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You want everyone to concede to every point you make, yet refuse to admit the obvious, Ryse looks better than Infamous according to you and Forza 5 looks better than DC, yet you want everyone else to take your opinions seriously? :camby:

Don't want anyone to concede anything. What I said about Drive club is factual, has nothing to do with opinion. Y'all can't accept criticism. Every Sony game looks the best and plays even better according to y'all.

But check the reviews, what has been said about every Sony developed PS4 game so far? "It's pretty, but the gameplay is lacking"

Driveclub looks to be following that trend, don't get mad at me for pointing it out
 

Fatboi1

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It might have been a very early build, but when we saw DriveClub at last year's E3 videogames trade show, we have to admit we were underwhelmed. In another hall, Microsoft was lifting the lid off its launch driving game Forza Motorsport 5 for Xbox One and Sonyitself was showing Gran Turismo 6 forPS3, both of which looked considerably better. Drove better too.

We're not sure if this sparked the decision to delay the PS4 driving game or whether it was network based - DriveClub's big shtick is the ability to be part of a massive online community at all times - but from our gameplay session at this year's show, the wait looks to have been well worth it.We took part in some of the different game modes. A quick multiplayer session through some snow spattered mountains was a giggle, with DriveClub's in-game achievement points making for some interesting distractions during the race. However, it was when we swapped to single-player that we took the time to marvel at the now stunning graphics.

Like many games at E3 - it became somewhat of a theme - DriveClub features dynamic weather effects. That means rain, slow, bright sunshine and other weather patterns happen randomly yet fittingly, and the graphical changes they make on the stunning vistas are simply breathtaking.

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They also affect the driving experience itself. Rain naturally lengthens stopping distances, snow and ice make car handling more slippy, and dirt or dust helps drifting around corners.

As well as weather, time makes a difference to the driving experience. One of our races started at night, went through dawn during the second lap and ended with early morning sunshine. The time lapse effect is perhaps a little extreme, but looks beautiful.

It will be interesting to explore themultiplayer aspects of the game more in the coming months. And look into the creation of clubs and the iOS and Android companion apps, which were not available at the show. But from this extended play of DriveClub it will be giving Forza Horizon 2 a run for its money.

DriveClub will be released for PS4 on 8 October.
http://www.pocket-lint.com/news/129...tly-why-sony-delayed-its-next-gen-forza-rival


The Xbox and PlayStation booths are directly next to each other in the West Hall of the Los Angeles Convention Center for E3 2014 this year, which made it really convenient to compare two upcoming racing games. I put the delayed-but-now-finally-coming PS4 racer Driveclub and the newly announced Xbox One street racer Forza Horizon 2 together for a bit of a head-to-head comparison for you.

Both were demo builds of unfinished games, so take that into consideration as you read on.

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Visuals:

Let's just get this out of the way first. No contest: Driveclub wins. Forza Horizon 2 looks outstanding on the Xbox One, just as its predecessor did on the Xbox 360. But the high-resolution gameplay and the high level of car and track detail of Driveclub easily won out in a side-by-side. Both games will wow you with their car-porn closeups, but Driveclub looks better in action.

I'm glad that Horizon 2 gets a weather system with this release, but the examples I saw in the two races I played were nothing like the dynamic weather examples I saw earlier this week in Driveclub.Horizon's falling rain and glossy streets looked nice, but it lacked Driveclub's realistic transitions and sky lighting.

Again, both look great. But Driveclub takes first here with a clear lead. Of course, looks have no bearing on gameplay...

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Handling:

Picking up Forza Horizon 2 felt very familiar. I'm a fan of its predecessor as well as all of its cousin titles in the franchise, so getting into the zone was pretty easy to do. Taking corners in s-turns felt smooth and enjoyable, and whipping past opponents was as satisfying as I expected it to be. I loved that they kept the haptic feedback in the triggers for braking and cornering, just like Forza Motorsport 5.

But there seems to be something missing from how the cars react when cornering in Horizon 2. To me it feels a bit simple and over-assisted. Of course, there are options to tweak the feel and assists, so my opinion will likely change with the full version. They usually make show-floor demos as easy as possible to play.

While Driveclub didn't feel as familiar as Horizon 2 did, it only took me a few seconds to feel like there was a bit more going on under the hood. Both games have a feel that rides between arcade and sim racing, but Driveclub fit my tastes a bit better; I felt that there was more car under my thumbs. It may be slightly more stiff feeling than Horizon 2's demo was, but I instantly felt connected to it, just as I did the last time I played. It's really easy to get into, but still feels convincing enough to satisfy the sim racing fan in me.

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Racing:

In multiplayer matches, crash-crazy bumper car nonsense is almost unavoidable. This was the case for every race I played in both games. The race start for Horizon 2 was a mess, but I managed to break away both times I played and enjoy myself. And when the race was over I could admire how trashed my GT-R became from the early collisions.

Driveclub threw me into some pretty tight courses for the two separate eight-player matches I tried. Unfortunately the race starts were pretty aggravating. Bad cornering from other players had pileups all over the road. I couldn't even take joy in the collisions because they felt so dull. Hitting a trackside wall was like bumping into a padded wall, and being rammed by a car into one felt even more off. I feel like matches against players that were actually interested in racing would have been more enjoyable.

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Summary:

We had no way to test the various customization options of either title, and multiplayer matches won't tell us anything about AI. Of course, when it's all said and done, Forza Horizon 2 has a longer feature list and more modes. But as it stands now, here at E3, I feel it's a bit of a draw between the two racers.

I loved racing in both games, though. I'd be happy to jump into several more races of either if I had the time. Both are set to be really good racers for their respective platforms. I'm excited.


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http://www.destructoid.com/driveclub-vs-forza-horizon-2-at-e3-2014-276516.phtml
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lutha

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they're talking about adding a photo mode to this.....it seems with all the social sharing/connectivity going on, that might be the new 'hot' addition to a lot of games....which would be cool....

...I cant wait for this game....the feelings I had about it potentially being great seem to be coming true....evolution just gotta bring it on home now.....
 

Jax

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Dynamic WEATHER and not just the dynamic day/night or lighting, we got rain and snow and shyt like that appearing while we're racing :banderas: not just some wetspots on the ground and slippery tracks :flabbynsick:
 

Fatboi1

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Dynamic WEATHER and not just the dynamic day/night or lighting, we got rain and snow and shyt like that appearing while we're racing :banderas: not just some wetspots on the ground and slippery tracks :flabbynsick:
Sounds like it even effects gameplay too.

ri

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DriveClub could be the racing game to beat this year
What the delay's brought to the PlayStation 4 exclusive - and what it's bringing post-release.

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By Martin Robinson Published Wednesday, 18 June 2014

Just under a year ago, DriveClub was not in a good place.

While the heat of a fiery E3 was yet to dissipate, Sony brought its selection of first-party PlayStation 4 games to the sticky cloister of a West End church. Killzone: Shadow Fall looked sumptuous, as did the open world of Infamous: Second Son, while Knack, well... Knack looked like Knack.

Most worrying of the bunch, though, was DriveClub, Evolution Studio's racing game that was at the time preparing to go up against the might of Turn 10's Forza Motorsport 5. Playing a game that was then only a matter of months away from release, your only hope was that somehow, amidst the fever of a crowded mid-summer event, the build had melted: how else to explain its murky visuals, its ill-defined handling and its lack of character?

Sitting down to play the latest iteration of DriveClub at this year's E3, it's hard to hide from game director Paul Rustchynsky the shock and surprise upon discovering that not only is this an improvement on that somewhat scrappy earlier build, but that it is also very, very good; a driving game with the handsome strut you'd expect of a platform exclusive, and with enough going on under the bonnet to distinguish itself from the unlikely glut of racers due out towards the end of the year.

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Playing via the Vita's Remote Play, the buttons are automatically remapped, while throttle and brake inputs are blended to compensate for the lack of analogue control.

DriveClub can certainly lay claim to being the prettiest of the bunch, thanks in part to its decision to veer away from the open worlds that lie at the heart of The Crew and Forza Horizon 2, and also in no small part thanks to the work of Evolution Studios. There is beauty in the cars, naturally, but what makes DriveClub stand out is the beauty in the environments: thick clouds cast moody shadows over Scottish glens, while blood orange suns set over vast Chilean landscapes.

It's all being complemented now by a full weather system being prepared for release soon after launch, and being shown off for the first time at E3. On the Scottish glens of Loch Duich, turbulent weather rolls in, skies thickening before bursting onto the roads. Crowds at the side of the track reach for their macs and umbrellas, winds tug at the trackside scenery while puddles form in the divots and dips of the road surface, as well as across the grass of the glens and across the gravel - Evolution's very, very proud of its gravel, and rightly so.

Why did DriveClub miss Sony's conference?
DriveClub's looking good, but you'd be hard pushed to know that from beyond the halls of the Los Angeles Convention Center; the game was an absentee from Sony's conference. This omission, the head of Sony Computer Entertainment's worldwide studios Shuhei Yoshida said, was a simple matter of timing, yet it was made all the stranger by the fact that, the multi-platform Destiny aside, DriveClub is quite possibly the PlayStation 4's biggest game for 2014.

Over in Norway, dawn breaks over powdered mountains, sending a dreamy purplish blue out across the environment. The heat from the sun dynamically melts the snow, with northern-facing surfaces reacting first. As that sun sets and a storm rolls in, road-signs are reflected in the slicked tarmac, while headlights catch individual rain droplets. The attention to detail is underlined when Evolution pauses the action and sweeps through the static action, ascending up through the clouds - DriveClub's game world is rendered all the way to the heavens, some two kilometres up.

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When playing with a wheel, there's an extra assist in place that can be switched off - without it, DriveClub can become a savage, hard-to-tame beast.

It's all enough to make you pine for a photo mode, though that's something being considered for inclusion post-release right now. The drip-feed of features such as the weather - which is due soon after launch, and sometime before Christmas - are all helpful in establishing the idea of DriveClub as a constantly evolving service, and it speaks of a developer enjoying the breathing space the delay has granted it.

"It was never something we were going to achieve for launch last year, but with the extra time we've been given to make sure the dynamic menu and connectivity were spot-on, we had more time to spend on making the cars look better, making the world look better and integrating new features like this," says Rustchynsky.

"We're at the point now obviously in the last stage of development where we're fixing bugs and waiting for launch - so now we're at the phase where we're thinking about what we can bring next to the game. We talked about DriveClub not just being a game that we put out and then it's done. We wanted to support it for a while, and to have a community that's active and alive, that there's always something new and fresh for them to do."

Thankfully, right now, the drier aspects of DriveClub such as its dynamic menu - an Autolog-like feed that points you towards your friend's recent activities - and its emphasis on community take a backseat to the more important business of sitting up front with a braying bucketful of horsepower at your fingertips. Given its asinine performance last year, it's a pleasure to report that DriveClub's currently acquitting itself rather well in this department.

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Tracks will dry dynamically too, and there will be more standing water at the foot of a hill than at its peak.


On a DualShock 4 there's a sense of weight and consequence - the front-heavy mass of an SLS AMG takes a little brute force to snap into place - but on a wheel DriveClub really shines. The all-new Thrustmaster T300 that's launching alongside the game is a revelation - though it's worth noting, especially if you're over at Microsoft, that other wheels are supported - with 720-degree rotation unlocking a gratifying amount of nuance from the vehicles. Getting the SLS's elegantly oversized front end into corners requires quick and enthusiastic hands, and when the rear finally bites back there's a real joy in palming the wheel in an act of energetic balance.

It's as good a reminder as any of the somewhat redundant dichotomy between arcade and sim handling models - underneath DriveClub, as is the case in both Horizon 2 and most likely The Crew, there are handling models with real bite, gently muted in the name of accessibility but still capable of flashing their teeth from time to time. DriveClub doesn't quite have the pull of its competitors' truly open roads, but its wide, expansive landscapes provide the perfect illusion of automotive freedom.

Some 12 months on from an unconvincing debut, DriveClub has benefited from a remarkable makeover. Is it enough to shoulder the weight of being Sony's big first-party PlayStation 4 release for the tail-end of 2014? Perhaps not, but it's enough to ensure that, in a strangely busy time for the racing genre, DriveClub's in the best possible place it could be.
http://www.eurogamer.net/articles/2014-06-18-driveclub-could-be-the-racing-game-to-beat-this-year
 
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Fatboi1

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Driveclub is the most astoundingly beautiful racing game I’ve ever seen. It’s easy to get caught up in the hyperbole of separately rendered layers of paint and realistically textured suede seat coverings. Those things – ostensibly, at least – don’t really matter to a racing game. But then you see the attention to detail up close, you witness the borderline obsessive care taken with making sure that everything is just right in this game’s world, and you realise that this focus has a purpose after all.

The development team at Evolution has come under some flak for the lengthy delay to their PlayStation 4 flagship title and with several other racers now looming large, it’s undoubtedly been a risk to push back the game. Especially when you consider that it probably would have been perfectly viable to release it at the console’s launch – albeit in a less complete fashion. So it was something of a brave decision, and probably a series of difficult discussions with Sony, that led to the delay.



Again, it was the singularly focused desire to make it the best possible game they could that held up the game. Nothing was necessarily wrong with what they had at launch but they saw areas where they could improve it. They recognised the important aspects of what they had and they wanted to be totally sure that they got those right in the finished product. All evidence suggests that they have indeed got those important aspects just right.

This manifests itself in the new dynamic menu system which makes the user interface a kind of persistent live area that shows you information relevant to your place in the game and in your club, as well as among your friends and acquaintances. Driveclub is designed to give you pertinent information that encourages you to compete – either in multiplayer or in the full single player “Tour” mode – and then allow you to get to the track as quickly as possible. The load times between tracks are so fast as to invite accusations of witchcraft. 10-15 seconds sees you move from one gorgeously rendered circuit to another. That’s fast.

The decision to stick to 30fps rather than the smoother, more responsive 60fps that many racing fans would doubtless have preferred is something they obviously considered closely. They’re promising no noticeable visual difference and no input delay at the lower frame rate. The extra power they get to make everything look that much prettier was considered enough of a benefit to take the lower number of frames per second that they could work around anyway.

So it looks fantastic and they’re doing very smart things with the interface. You shouldn’t worry too much about the frames per second they’re pushing and you’ll be amazed by the load times. But the main purpose of the behind-closed-doors E3 presentation was to show off their new dynamic weather systems. And their almost unsettling attention to detail has permeated this aspect of the game too.



There are ripples in the puddles as the raindrops strike the surface. You probably won’t notice that at 120mph but with the game paused and a developer’s build free-flying around the scenery, they appear. That free floating camera also allows them to show us that the rain is falling on the distant scenery in just the same way that it falls on the track. The whole world suffers the effects of whatever weather is occurring. That might seem unnecessary but a low sun and a freshly soaked distant mountaintop cause glints that can distract you just as much as the glare from the surface of the wet road.

They’ve made some sensible decisions that allow for accessibility in the gameplay too. The snow isn’t quite so dense as it would probably be in real life. So it’s still possible to drive at night time with headlights on and see something through the windscreen. That’s not quite in keeping with a 1:1 simulation of the real world but Driveclub isn’t trying to be that.

It’s trying to make the most precise visual representation of the racing experience in a way that’s accessible to a great many racers. Realistic snow blindness and dense snow build up on the road would make for an unusable game that nobody would enjoy. Inching around a track at 15 miles per hour doesn’t sound like fun to me, but racing around with some visual impediments and a slippery surface still sounds enjoyable.

Weather is altitude-responsive too. Starting out at points high in the Norwegian mountains will see you above the snow line. Racing a point-to-point down the mountainside will move you through the cloud, into heavily snowing sections and eventually to lower altitudes where the snow turns to sleet. And all of this looks even more stunning in the dark of night, with headlights catching the snowflakes or raindrops and glowing brake discs reflecting in the surface of the wet road.



It’s not finished yet, they’re still building in lots of layers of particles and screen space so that the droplets that you see pooling and running on the car bonnet will also be striking the camera in external viewpoints. The wipers will push water around the windscreen realistically and that water will pool and flow, impending your view from the precisely modelled cabins that feature for every car in the game. But even in this unfinished state, the dynamism of the weather, the clouds closing in and the heavens opening, all adds to the existing beauty of the game.

The delay might have been frustrating for many early adopters of the PS4 but given the difference it has made to the interface and the way they’ve attempted to make the best use of the extra time to add even more details to the game, it looks like it will have been worth the wait. And they’re working right down to the wire. Although the weather system at launch is dynamic, rain and snow won’t be quite ready for release but will arrive in a patch shortly thereafter.

Similarly, the free-fly mode in the developer build was requested as a photo mode and they’re looking into the possibility of releasing that as a patch too. Driveclub looks stunning and plays brilliantly, they’ve made excellent use of the extra time they’ve been afforded but they’re obviously committed to making sure they take all feedback on board and continue to support the game with added features coming before the end of the year. I played several of the upcoming racing games at E3 this year and Driveclub was, by some distance, the most impressive.
http://www.thesixthaxis.com/2014/06...bs-weather-and-how-the-delay-benefits-us-all/
:banderas:
 
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