Drive Club Demo - Sony Press Conference Gamescom 2014
Evolution Studios put Drive Club through its paces during the Sony press conference at Gamescom 2014.
by Sarah Lynch on
Did you enjoy this video?Sign In to Upvote
With Ryse soon coming to PC, Forza Horizon 2 on 360 and Driveclub on PS4 being able to challenge the re-skinned Forza 4, XBONE is not left of exlusives again, M$ must pay EA for more titanfails again, hopefully this time not always on...
Every time they release any info on this game they fail to mention anything about the handling (which is kind of important seeing how it is a racing game). I'm finding it difficult to get an impression because pretty much every gameplay video I've seen has some muppet that cannot drive to save their life bumping into every other wall and/or car. It is obvious that it isn't going to be a sim, but I want to know roughly where it lies in the spectrum. I'd also like to know if this will be any good with a ffb wheel.
I must admit that I did like the dashboard camera. While having a cockpit camera option is nice, some of them are not very good for immersion because they show too much of the cockpit. More racing games need to take notes from PC sims, because the ability to adjust your driving view is critical for immersion (especially when driving with a wheel). People have different sized screens and sit at different distances from them, therefore field of view and cockpit camera position need to be adjustable to make it look correct (or at very least make it useful and immersive, not just a gimmick). To be honest, every first person game should have field of view adjustment. It boggles my mind that most developers still don't appreciate the importance of this.
Forza is still the best racer out there. There really is no competition. All the people saying this would trump forza I feel sorry for you. Maybe there will be a new Gran Turismo sometime in the next 10 years. Still wouldn't be as good as forza, but better than this at least. If I'm going to play a pure arcade racer, it needs to be in the style of the old Burnout games. Those were always the most fun. They made crashing fantastic. They had a mode dedicated to how awesome of a crash you could create.
Way to arcade like for me and the cars look weird like they aren't touching the road or something. I see a 7 out of 10 from this one.
Looks incredible.. but 55 cars? I'm almost positive they're going to offer some sort of "car packs" for extra $$$.
I still think this game looks awesome, and hope it scratches some of my racing itch. NFS Rivals didn't do a great job of it, and honestly not sure why I still have it...
This and Project CARS are definite purchases I see in the future.
Definitely going to give this a shot… but I'm nervous about the gameplay. Looks awesome though. Lighting is sick.
I'm guessing the people out there want a new Destruction Derby or Driver game. Those were fun games back in the day
As a huge racing fan this game really dos'nt appeal to me, yes its possably one of if not the best looking racer this gen but when it come down to the core gameplay you'd be better off getting the crew, project cars or even horizon 2 if you have an xbox.
@StokeMeAClipper My impression of this game is that its handling is very forgiving. Hitting opponents or the edge of the track doesn't send you spinning and you can cut corners in wet conditions at high speeds on full throttle.
I agree with the adjustable FOV, especially for PC titles. It's not even such a wild idea for console games. Goldeneye had widescreen support on the N64 which increased the FOV and that was in 1997. I think that developers like to lock it because of performance reasons and perhaps also to level the playing field.
The fish eye effect that you may notice with high FOV can be dealt with by putting the distorted areas further into your peripheral vision until it looks normal. You'll need a large monitor for that (or sit close). Your eyes don't detect shapes very well or color for that matter in the outer areas of your vision (it's where your brain does a lot of magic). Unfortunately, high FOV tends to look worse to spectators because they aren't looking at the image from the appropriate distance.
@Splincir forza won't be the best racing sim for long, project cars is on its way to us this year. and driveclub is a balance between the fun of arcade and racing sims, not too over the top but not too realistic (which kills the fun for people who don't take racing games seriously). And considering about 3 quarters of the game is free I am certainly not complaining.
@shadow580 There are many factors involved with FOV and camera positioning that don't get taken into account a lot of the time.
When you are sat in a car seat and are consciously trying to take note of how much you can see out of your peripheral vision, you may see a certain portion of your surroundings (such as your wheel, side mirror, rear view mirror etc). However if you look down the road, your focus shifts and you see less of the cockpit (maybe a small portion of the top of your steering wheel, probably not very much of your mirrors unless you were to refocus or even glance at them).
Some games (Shift being a good example) you can see a lot of the cockpit (in some instances I believe you can even see your legs if I remember correctly). They are essentially trying to model your FOV as if you were sat trying to see as much out of your peripheral vision as possible. That would mean having to sit close enough to the screen or having one large enough to take up your entire peripheral vision to be considered accurate. Another thing not accounted for though is that they are trying to put on screen what you would see if you were in the drivers seat. This fails to take into account the distance from you to your monitor/TV (the view should be correct from your actual position, not the virtual drivers). As a result, when I play Grid from the cockpit view, it feels as if I am sat very far away from the windscreen and do not feel immersed, so I instead use the bonnet cam.
I have been taking this from the perspective of someone that is using a wheel and trying to get a somewhat realistic view. There are other things to be considered though, such as someone playing on a couch, sat away from the screen. These people require a different view as they are not necessarily aiming to simulate sitting in the cockpit.
More important perhaps than being "correct" is being to our preference. For example, I personally find that with my set-up, the "correct" setting is too narrow, so I compromise between authenticity and usability. It should also be noted that we as humans are adaptable, so when using a technically incorrect FOV our brain compensates (to an extent).
On console, developers are perhaps a little more restricted as they have performance targets to meet, though an example that it can work was in GT5. There was a FOV control in the multi display menu which people used to get their desired FOV. This was later patched out (for some unknown reason) and only accessible by a "workaround". I didn't hear about this until after it had been patched out and didn't want to use the workaround on principle (it should be in the options anyway, so rather than circumvent the problem, I'd prefer to give feedback and let it be known that this is a feature people want).
For PC, I personally believe any game played from a first person perspective should allow you to change your FOV. If developers are aiming to make their games immersive, nothing ruins that more than a FOV which is in appropriate to your set-up.