'Driveclub' is still just a flashy, good-looking racing game. That means that going online is straightforward, but could be considered shallow.Īfter playing through all levels and play modes, one 'but' remains - and it's a pretty big 'but'. Unlike a 'Forza 5' or 'Gran Turismo 6,' there's no tuning, no picking which assists (aside from shifting) make the racing more challenging but mroe fun, and there's no adjusting the AI. That's just pitiful, Sony.Įven though the name of game in 'Driveclub' is to garner Fame for the club, there's something lacking. Finding an alternative route towards your destination or even getting ahead of the competition by taking a shortcut is completely prohibited. In 'Driveclub,' going off road is allowed for a mere three seconds. Offering us a chance of doing what we can't do in real life is one of the defining selling points of the medium as a whole. We, gamers, love to cross virtual boundaries and go off-limits. Less interesting is the game's lack of proper understanding of what makes a gamer tick.
#Ps4 driveclub gameplay reviews pro
Another pro is the permanent damage dealt to the car that's still visible during the closing cut scenes of a race, and the stern aggression of the NPCs (non-playing cars).
This is in stark contrast with the sloth-esque speeds of 'Gran Turismo 5.' Even 'Gran Turismo 6,' while a lot swifter, could tax your patience with 15+ seconds of loading screens. Starting and restarting the race takes one second (even the countdown, a staple of racing games, is removed) and the level select passes without any loading worth mentioning. The actual races will more than satisfy your need for speed, with an ever so slight force feedback sensation. What a difference a year of game development makes.įirst impressions first: 'Driveclub' is fast. Handling, driving, slipping and sliding all work quite lovely. Taking too sharp a corner can be rectified by gently pushing the L2 button. With a distinct amount of pleasure and relief, I can confirm this massive, game-breaking flaw has been greatly improved in the eventual retail edition of 'Driveclub.' In fact, taking control of the car is now very intuitive and requires no more than a solid grasp of the controller. No matter how careful I handled the car, it wound up in the bushes time and time again.
One slight tilt to the left or right on your analogue stick veered the car in the opposite direction, and sent it bouncing across the plains like a pinball in the hands of a true wizard not unlike Tommy. Playtesting the 2013 demo was a thoroughly unwelcome, even unpleasant experience.