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Driveclub gameplay gamescom
Driveclub gameplay gamescom




driveclub gameplay gamescom

Those challenges, named “Face-off” form the basic aspects of the game’s social gameplay, as you’ll actually be pitched against the performance of other players, and not about artificial times and scores set by Evolution. You can ignore them, and at times you’ll even have to ignore them in order to win a race, but they provide a constant stimulus that turns boredom in a rather alien element in Driveclub. It continuously drops challenges on you to encourage you to improve your times and performance. The whole racing experience feels very solid, and very dense in the way it stimulates the player to improve.

driveclub gameplay gamescom

If you’re used to do that, you better be prepared to struggle. Since you’re forced to drive stock, you can forget the ability to just brute force past difficult opponents by maxing your car. Racing against the AI is also challenging because of the lack of mechanical customization for your car. At times they can get a little bumpy, but the largest majority of the crashes I experienced were my fault, and the way the AI cars interact with the course just feels very natural. They defend their lines well without blocking too stubbornly, and they’re rather aggressive at cornering and overtaking. The “Tight” definition also fits the AI very well, as your computer-controller opponents are definitely challenging, especially at the higher levels of difficulty.

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If you’re used to it, it might make the experience a lot more challenging at the beginning, and trial and error might be frustrating, but hopefully it’ll make you a better driver in the long run. Personally, I find it refreshing, but I know many would prefer to have the option available. It’s hard to dictate whether the absence of the racing line is a positive or negative element.

driveclub gameplay gamescom

Experience and instinct are everything, especially in some of the circuits, where the flags are absent and you have to use your own judgement. A measure of help is provided by the differently colored flag (red, yellow and green) placed on the side of the road and indicating the severity of each corner, but that’s only a safe estimate, as I found myself managing to nearly floor quite a few “red” turns by taking the perfect line and shifting the car’s weight just right. It appears only when you’re performing a face-off (and even in that case, it’ll hardly be the best line), but you’re otherwise left to your own devices in devising the best line for every turn and the best braking point. This leads us to a rather interesting design choice: there’s no racing line in Driveclub. Learn the braking points of every course, and you’ll be well on your way to the top.

driveclub gameplay gamescom

Newbies to the genre will find “safer” cars that will lead them to grab that platinum with relative ease (besides a couple slightly more difficult trophies that can be achieved with patience and some luck), but enthusiasts are provided with plenty cars that will challenge their skills and driving instinct but will provide great satisfaction when mastered.īraking performance (with ABS, as there’s no brake locking) and weight shifting are especially well simulated, and considering that they are the most important element in a racing experience, they add value to the whole game. Yet, I can’t remember a single occasion in which I lost control where I couldn’t exactly and immediately tell what I did wrong. Tail-happy rides will spin on you if you don’t respect them, and horsepower requires practice and patience to be truly mastered. The way each car handles just “feels” right. Higher powered supercars and hypercars are a challenge to tame. Driveclub is not a simulator, but its inner workings are definitely based on realistic data tweaked to be more fun, but not excessively forgiving. Handling and physics feel extremely tight and solid.






Driveclub gameplay gamescom