Great Game with Minor Quirks (Updated 2015)

User Rating: 9 | Driveclub PS4

Original Review (See bottom for Updated Review)

I agree with Kevin on the corner and collision penalties being annoying, but most of the review is an overstatement of small problems. Driveclub is a great game. It's not perfect and it's not my favorite, but it's solid and it's gorgeous.

First, the cons.

The Limits of Beauty

While Driveclub is a beautiful game, it is limited. The tracks offer only a single path throughout with no options for detours or shortcuts, and the lively crowds you run into along the way aren't really that lively. The crowds also aren't very detailed, much like few other smaller parts like road signs and small plants. Another limit is in the car and track count. Compared to some other racing games which boast hundreds of cars and tracks, 50 cars and 55 tracks is small.

In addition to all of these is quite possibly the biggest irk for serious racers: lack of actual car damage. Yes, there is cosmetic damage to the cars, but slamming into a wall dead on at 160 mph will give you nothing more than a dented hood and some scratches. It is impossible to total cars or knock others out of the race. Instead, if a car somehow manages to get knocked off the track or flipped, it magically appears in the center of the road and is impervious to other cars temporarily.

The Penalties

There are only two penalties in Driveclub and man are they annoying. Crash into another car too hard and you'll earn a collision penalty or trying to save time by cutting a corner will earn you a corner penalty. Each comes with a time frame where the acceleration of your car is held back. Getting them can easily drop you 4 positions in the race. Get them at the end and you've pretty much guaranteed your loss. Collision penalties are worse than corner penalties as the duration of the corner penalties varies by the severity of the cut corner (meaning short penalties are possible) and collision penalties far overstay their welcome.

The Clubs

The clubs, while good in theory, have some setbacks. The biggest setback of all is that when you're not in a club, you can't earn certain extremely desirable cars. Even worse is when the server is down and you can't join a club and so you can't ever earn those cars. While racing with friends may be nice, I'd never know because I can't do it.

The Celebration

As Kevin said in his review, there isn't much celebration in Driveclub. The crowds are largely tame, keeping to a moderate clap or cheer and only releasing balloons every once in a while. It really is a half-baked show of celebration. Even victory in a race is underplayed. Zooming into first place while completing all side objectives gives no more satisfaction than coming in last place and completing no objectives. Instead, you are met with just the facts.

You got 3rd place and finished at this time. You completed these objectives. Continue.

It all basically amounts to a pat on the back. This usually comes after a concerning freeze-like state that happens just as you cross the finish line. If you're in it for the recognition (without a club), your playing the wrong game.

Next, the pros.

The Beauty

Driveclub looks phenomenal. It is quite possibly the best looking racer I've ever seen. The lighting models and the car details are superb. You can also create your own car detailing with a gigantic selection of patterns and color options. Mixing matte colors with slick glossy paints can make some interesting and satisfying combinations. Even if you choose to forgo creating your own design, the manufacturer paint schemes are plenty enough to satisfy.

And the beauty doesn't just stop with the cars as most racers do. The tracks are gorgeous too. The beautiful, lush foliage of the forests and the glistening, snow-capped mountains are a sight to see. The details of the tracks in Driveclub far surpass the details of the tracks in other games. Anything that isn't detailed very well is of no consequence anyways since you'll likely only see them as a blur when you pass them by. You'll really only get a good look at them when you start the race and when you crash in spectacular fashion. Overall, the looks are top notch.

Speed

Much like in real life, these cars are FAST. The sense of speed in Driveclub reminds again that you don't need 60 fps to give a game a sense of speed and smooth gameplay. Even the slower cars that are available at the beginning provide a satisfying sense of speed. Blasting past your scenery at 170 mph is both fun and nerve racking as the slightest bump in the road or mistake in braking could mean you're about to have a bad time. And besides the moment you cross the finish line, the game experiences no noticeable framerate issues.

The Race

The gameplay, the main concern of any review, is a high point in Driveclub. Yes, it is a very simple, straightforward racer, but since when has that been a bad thing? It doesn't try to get cutesy with a mile long list of options. Instead it sticks to the basics.

There are only race types: Races, Time Trials, and Drift Events. Time trials and Drift events are simple but satisfying when the highest achievements are obtained. Races are the most common event in the tour, but they aren't just limited to getting from point A to B. There are little challenges peppered in along the way to up the ante. And while sometimes you can do all of the challenges and win, sometimes you've got to pick your battle as completing one will result in failing another. The challenge of racking up a total victory is in itself a compelling reason to play races multiple times and get the feel of the car and the track.

This brings me back to the number of cars and tracks. Having the small number of cars and tracks allows you to really get a handle on the cars and learn the tracks. The cars all have a unique feel to them and when you find the sweet spot, you become an unbeatable demon in the eyes of the AI as look back at them. And the tracks offer their own challenges and secrets. While there are no alternate paths, there is the challenge of knowing just how much you can cut a corner before a penalty sets in and how far you can go full throttle before you brake to swerve around a corner. Taking the time to learn the tracks further cements your victory.

The handling takes some time to get used to, but you'll eventually get to a point where you'll realize you hit the brakes or gas too hard or took the corner too soon. Taking the time to get used to a car will save you time and frustration as Kevin didn't seem to avoid. Know the strengths and weaknesses of the cars and you shouldn't lose a race very often. I found that even with few penalties and a terrible wreck I was still able to win by knowing the car and the track. The game is very forgiving. Even my friend who hadn't played a racing game in 10 years managed to come in 11th place on her first try.

As for the actual feel of the race, the developers seem to have successfully hit their goal of making a game between a sim and an arcade racer. The collision physics are classic arcade style, but the penalties and the realistic handling push it right into the desired grey area. To win, you'll really want to treat it like it is. Respect the brake and the gas like it's a real car, and use the AI as a set of corner bumpers to both knock them off course and keep you on track. The collision penalty usually isn't an issue unless you really knock into them so have at those well placed bumpers.

Also, I feel it should be noted that it only takes seconds to load a race. I have yet to encounter a long load time. This really kept me from noticing there was a lack of celebration as I kept moving through the races and was drawn into the tracks.

Finally, the 'meh'.

The Fine Lines

There are some points where the anti-aliasing hasn't been cleaned up. These points are few and far between. You will only notice them if you are looking for them. Most of the details are crisp and clear. Some people will complain about it, but there hasn't been a game I've played that doesn't have some anti-aliasing issues.

The A.I.

The AI is nothing special but it isn't bad either. The AI adapts to your moves and does its best to take advantage of your openings. Much like most sims, the cars don't just plow through the grass with reckless abandon. Instead, they weave and wait until they can pass on a corner or when you crash. That said, they can do some really stupid things which sometimes helps you and sometimes really hurts you. And usually a mistake of theirs costs you more than it costs them. Still, this is a rare occurrence and most times the AI does a good job of showing how you should be racing.

The Menus

The menus are nothing exciting. They have a minimalist Windows 8 sort of feel to them. Despite that, the menus are very functional. Navigating is easy and setting up a race is quick and simple. As it stands, there are still options missing from the track settings, but so far it isn't bad.

The Music

The music quality is a matter of personal opinion. Either it suits you or it doesn't. It was fine for me, but it may not be for everybody. I left all of the audio in the default position which enables the music in the menus and standby periods but disables the music during races. I found the setting to be a pretty good fit.

The Car Sounds

Not sure how any of these cars are supposed to sound, but some people are complaining so I guess it's not right. They may know nothing about the cars too, but I figured I'd put this point in the 'meh' section as the cars sounded okay to me. I particularly like the change in the car sounds as I rotated the camera around the car and changed cameras.

The Customization

While you can dazzle your fellow racers with cool colors and patterns, the customization is limited to just that. Well that and selecting one a few generic drivers. There is no augmentation to the body of the car or the tuning of the car. The tuning of the cars is being handled directly by the Driveclub team so it's no surprise that you can't do it too, but it is rather surprising that you can't throw on a different hood, sideskirts, or rims. Still, the diversity from the colors and patterns provides enough opportunity to set yourself apart from other racers as you top them.

The Verdict

While Driveclub has its faults, it is by no means deserving of a 5. It nails the core of the genre which is a solid racing experience and it does it while looking gorgeous. Minor annoyances and slight disappointments are enough to keep it from getting the highest marks, but it still manages to get an 8 out of 10 from me. There is plenty to like in Driveclub and it's not too hard to pick up. That on top of the future additions, like weather and more cars, that are slated to hit the game soon are what boosted my current rating up from 7.5 (my sheer distaste for Kevin's rating of 5 also played a part). I'd recommend giving it a go on Playstation plus before picking up just to see if it's for you.

**UPDATE: September 8, 2015**

The Road Here

Driveclub had a rocky start and the reviews hammered it. The online portion was broken, there were several annoyances with penalties, and the sounds in the game were less than impressive. Now that the PS Plus version is available, the multiplayer is running smoothly, and several new features have been added, I felt that it was time to give Driveclub's review an update.

What's Changed

Online

Driveclub's online experience has greatly improved and improvements are still being made. All of the connectivity issues seem to have vanished. The player challenges are actually appropriate now (no more Average Speed of 1300 mph). Probably just as important as these fixes is the long-awaited release of the PS Plus version. Now people can try the game for themselves for free instead of relying on the opinions of others (like myself or the haters).

Content

A new location, Japan, has been added in addition to a large number of cars. There are over 100 cars including electric, hybrid, American muscle, Japanese street, and concept cars. These cars came alongside a number of new tour events and car paint patterns. With over 1000 stars to earn, there is certainly plenty of racing to be done even without doing online and single events. There's even a new kind of race, sprints. Shortened versions of tracks that could be seen during the tour are finally available to be played at any time in any weather.

Weather

The most talked about addition has to be weather. And rightfully so since it really is a game changer. Driveclub was a beautiful game to begin with, but with the addition of rain and snow the developers have pushed the visuals onto a whole new level. They are by far the best looking weather effects in any racing game and possibly in any game. The glistening of the cars and the reflections off of the wet roads bring the game even closer to photorealism. The added difficulty to driving in these weather conditions is also welcome as it can completely change a race. It is not as technically accurate as the rain in the upcoming Forza 6, but it is much more realistic in it's appearance. The rain on the windshield slides with the shifts in gravity during turns and braking. The reflections off of the slick surfaces are clean and accurate. Each droplet of rain and snow can be seen (as opposed to some arbitrary rain lines) and is caught by the headlights. This is probably the most important update to the game.

Close Ups

And what better way to appreciate the new weather effects and cars than with replays and photo mode. Replay mode, although awkward at first, shows the game in it's most exciting angles. These are the angles we were shown in the trailers building up to release of the game. These are the angles that showcase the beauty of the cars, the track, and the race itself. More impressive than the replay, however, is the seamless photo mode. Players can enter photo mode at any time during a race or during a replay and pictures can be taken of ANY car from almost any angle. Players can also add their own image filters, shutter speeds, exposure, and other picture settings to create beautiful pictures that have even been known to fool car manufacturers.

In case your interested, you can see some of the pictures here: http://imgur.com/a/8s1gY

Sounds

While the audio tracks are still the same, the car sounds have gotten better. There are now options to adjust the loudness of the engines, the environment, the collisions, and more. While there still may be something to be desired, there is no doubt that the game sounds are far better off now than they were initially.

Penalties

Penalties are no longer as annoying as they once were and are now a viable deterrent to cutting corners or plowing into AI to make corners. Penalties are now much more predictable (though not always) and the severity of the penalties accurately reflects the severity of the offense. No more 5 second hold backs for hitting someone incredibly low speeds or putting a wheel on the grass.

Price

Finally, the game price and DLC price have dropped quite a bit. That, with the option to play free with PS Plus, make this game a great value. It also makes it an opportunity for new players to join in and reap the benefits of effort that has been put in since the games release.

The New Verdict

The Motorstorm developers have clearly worked themselves to the bone to bring this game to life and their efforts have greatly paid off. While some may say that their updates are just features that should have been included in the initial release, I would give my thanks and say "kudos" to the developers for pushing through the criticism and challenges to bring these well-developed features. Being in a club still hasn't really changed the game in many ways (other than how cars are unlocked), but that isn't so much of a concern for me as it may be a disappointment for the creators. With all of the changes to date I'd have to give the game an 8.75 out of 10, higher than I'd originally anticipated once weather and cars were added. With some of the rumored changes ahead, I may even do another update. Good work Evolution Studios. I look forward to your updates over the coming year. In the meantime, I'm hoping that Gamespot will update their review of the game.

P.S. I'd actually prefer to have Kevin Van Ord be the one to review the game again. I'd be interested in seeing how his experience may have changed.