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DriveClub (PS4) - Page 3

post #61 of 268
No performance upgrades, but do they have cosmetic upgrades? Best part of NFS underground (best of the series btw) was the crazy paint jobs and rims. smile.gif
post #62 of 268
Quote:
Originally Posted by Crash44 View Post

The lack of performance upgrades is there to keep the online racing as balanced as possible. Classes are probably easier to deal with and a point system, like GT, is exploitable. Devs figure if you want to go faster, earn or buy a faster car.

well in all fairness it's not a deal breaker but at least with Forza you can turn off performance mods in the lobby and force everyone to race stock. It'd be nice to have that option but again not a deal breaker.
post #63 of 268
Drive Club interview:
http://www.youtube.com/watch?v=9zc0JumLloA&feature

Developer comments:
http://www.youtube.com/watch?v=O-R6pR9Hfuw&feature

E3 show floor gameplay (cam):
http://www.youtube.com/watch?v=wRiLQ4AeanA&feature

'Raw' gameplay:
http://www.youtube.com/watch?v=HprgQKeq2_Q&feature

Embedding didn't want to work so we get links instead. I haven't even had a chance to watch these, hoping for good views of real gameplay.
post #64 of 268
I was hoping this would be an open world racer like Horizons. I will take it though since my wheel should work. I would like to see an open world game come out for PS4 though.
post #65 of 268
Quote:
Originally Posted by joeblow View Post

Some more details are coming out of E3:
Also, a NeoGAF member is at E3 and says he asked the developer about PS3 wheel support for the game. He was told that they will work! Hopefully that's true; we'll know for sure well before launch.

All good news to me!
post #66 of 268
The Giant Bomb folks did not seem to really like Drive. I am not sure if that comes with bias or not.

About 54 minutes in.

http://www.twitch.tv/giantbomb/b/416674255
post #67 of 268
Thread Starter 
The developers aren't making promises with their 1080P racer, but the goal is to have the final build running at 60 fps.
post #68 of 268
60FPS is more important than 1080P IMO, especially for a racer. If they need to take a hit, just make up for it in gameplay.
Edited by TyrantII - 6/18/13 at 10:41am
post #69 of 268
Quote:
Originally Posted by TyrantII View Post

60FPS is more importation than 1080P IMO, especially for a racer. If they need to take a hit, just make up for it in gameplay.

Indeed, drop it to 720p if that is what it takes to get 60fps.
post #70 of 268

The game is a few months from release, they will really be in crunch mode. I hope the E3 build really was a very old build, because it looked terrible. If you switched labels and said DC was a PS3 title and GT6 was PS4, no one would know the difference or question it :)

post #71 of 268
Quote:
Originally Posted by Defcon View Post

The game is a few months from release, they will really be in crunch mode. I hope the E3 build really was a very old build, because it looked terrible. If you switched labels and said DC was a PS3 title and GT6 was PS4, no one would know the difference or question it smile.gif
Seems pretty clear that Driveclub is meant to be the PS4's version of Motorstorm: a racer for launch. If it ends up being good, then great. If not, then at least they have a racer ready to go for launch. But expectations don't seem all that high.
post #72 of 268


Impressions from this guy, the E3 Driveclub champion.
Quote:
Let me get one thing out of the way: I played this game at E3 and had a couple of great chats with Rushy and some of his developer colleagues on location. They explained many features and talked about Evolution Studios' vision on racing development. No Doritos or Mountain Dew were involved smile.gif)



It sure does look, feel and play a lot like PGR, while maintaining its own identity. The set-up is great: not just the way you can join clubs (max. 12 people each), but also how events work. Aside from racing for positions, you can score a lot of points at certain points on the track, like achieving a high average speed, taking the best line through a set of corners perfectly or achieving a high drift score. The system for this can be compared somewhat to PGR's Kudos, except it constantly gives you a target in the form of a friends'/rival's score to beat. The best thing about this is that you can contribute to your (team) score even when in last position, but simply driving with style! Sounds familiar?



The demo track was a circular route consisting of actual roads in Scotland, connected in a triangle shape, forming an all-round track with long straights, a hairpin, some fast combinations, a chicane and two devilishly hard to judge final corners. The selection of cars ranged from an Audi R8 and a Pagani Huayra to a McLaren MP4-12C and a Hennessey Venom GT. It's not really hard to get a feeling for the handling, though you do need to focus to really get it right. Estimate braking for the next corner, turn in and the right time and time the throttle input to either stick the tail out or dash off cleanly. There's great force and visual feedback (noticeable by the lack of sound in the noisy demo room) to get a feel for your car, such as the way the camera gets a bit closer to the action when braking (like your head would in a real car) biggrin.gif



It's an arcade racer in the same way PGR is - easy to pick up, but to get the best out lap times you'll have to respect the realistic core of the driving physics and each car. For instance the McLaren allowed for much higher cornering speeds than the Hennessey, which was in turn a lot faster in a straight line. One point of criticism, though: the crashes appeared to be a bit samey - whether I came at a wall with 80 or 150 mph, full frontal or from a three-quarter angle, all seemed to result in the same spin.



Still, the demo I played gave me a taste of something I would buy a next-gen console for: an accessible yet challenging arcade racer with an emphasis on stylish driving and multiplayer, while showing off killer looks - high-polygon cars, truly realistic lighting. I went over to a GT6 pod later that day and it just didn't feel as convincing in terms of looks. Sure there's the difference of generations, but it just goes to show what a strong sensation Driveclub delivers.



I want this game in my life, now.
post #73 of 268
PGR huh. Are we talking best in class PGR2 or the two lesser sequels? Regardless that's a pretty good compliment. The PS4 needs a somewhat more arcadey racer not named Need for Speed.
post #74 of 268
Thread Starter 
Great developer video! He talks a LOT about how the game plays, and reveals that PS+ gamers can purchase the missing content in our special free version (so it ends up as an optional discount on the full game).

The 35%-finished game play is looking really good. Too bad it's not a direct feed, but I'm eager to play it today based on how it's coming along.

post #75 of 268
I don't necessarily agree that it needs to be 60fps. I thought Forza Horizon was quite playable and enjoyable at 30fps. I know some will disagree and that's fine but I feel if it sacrifices eye candy I say leave it at 30fps. I'll take 1080p and 30fps with great effects over 1080p and 60fps but with lower details. Just my opinion.
post #76 of 268
Thread Starter 
Here's a very nice interview on the progress and mechanics of the game:
Quote:
What is the slowest car in the game? Is the game solely focussed on super-fast cars?

We haven’t announced the slowest car in the game yet. The game will have everything from hot-hatches to Super and Hyper cars. Of all the cars we’ve announced so far, the slowest would be the Mercedes AMG A45, which goes from 0-60 in 4.5seconds…

Would you classify the game as arcade or simulator? Will it appeal more to car enthusiasts or will anyone have the ability to pick up and play?

Hopefully both. We’ve focussed on developing a handling model which will deliver an authentic racing experience. At the same time, we want people to just be able to pick up the game, jump in and have fun and because of this, the handling model will be accessable. The game however is deep enough to allow the more dedicated players the ability to shave off those miliseconds on lap times by getting the right breaking points, focussing on hitting the apexes, understanding their cars and following the right racing line.

Are there any real tracks in the game or are they all fictional? Any off roading?
No offroading. Tracks are based off real locations but tweaked to a point where we’ve used DEM data to get the correct geometry of the landscapes of the particular areas. We are aiming to capturing the heart on the soul of the location, the particular road types found in each type of location, the types of corners, the feel and the wear on the tarmack, the flora etc.

In relation to clubs themselves, are you tied to one club at a time? Can you drop in and out of clubs as you please?

You can only be in one club at any one time. The reason for this is that there are so many shared benefits of being within a club. If you are a member of one club and all your team mates are earning fame, they’re earning cash etc, this is essentially a shared pot so in essence, you get to revel in their rewards as well. Because of this, it is very important to pick the right club for you. Different clubs will have different focuses. It’s all about picking the club thats good for you.

Is there a limit to how many members per club?

There is a minimum of 2 and a maximum of 12.

How many tracks are there in the game?

We’re currently not talking numbers just yet. There are however various locations spread all over the planet, both southern and northern hemispheres. We’ll be announcing where and exactly how many later on but there are some definite surprises.

Graphics wise, can we expect 1080p and 60 frames per second?

The demo currently available here at E3 is running at 30fps but 60fps is something we are definitely targeting. Obviously we are a game in development and we are aiming towards the 60fps goal but we cannot make any promises right now. In terms of resolution, the game will run at 1080p native. You gotta love those pixels.

Will there be weather effects?

This is actually a question that comes up quite a bit. Obviously, what we’re currently focussed on is getting the game perfect and building a community around it first, but if there is a call for weather effects, nothing is currently off the cards at this point. The game that you play day 1 on PlayStation 4 is not going to be the same game you play a year down the line because it will have evolved a lot. We’re keeping the development architecture of the tracks etc very much open. We’re not closing off anything just yet. Time of day is something that will be implemented at launch.

Will DriveClub have dedicated servers?

Yes.

Is there a fixed structure in place for single player?

Yes there is, we have a championship mode that has a good deal of gameplay so if you do choose to play offline, you won’t be disappointed.

Is it necessary to complete the single player mode in order to unlock cars for multiplayer?

Not at all, you can play whatever way you want, whenever you want.

Will the solo player evolve in time?

Yes it will, as we add new locations etc into the game, these will be integrated into the single player experience.

PS Plus version aside, is it a full priced game?

Yes it is. It will be available day one at retail and on the PlayStation store as a digital download, as well as the PS Plus version, all available day one.

Can you describe the PS Plus version for us?

Yes, the PS Plus version will be the exact same as the full version, except that it may be missing a few assets such as cars or tracks, that will be found in the full version. However the online multiplayer, the asynchronous challenges and the single player campaign will all be present in the PS Plus version. The PS Plus version gives us to the biggest open community, day one. This game is all about socialising.

If I have the PS Plus version, can I buy additional content?

Absolutely, you can buy any/all of the content that you want. You could download the PS Plus version and then decide that you want to convert this to the full digital version, then you can pay a sum of money and everything else will be delivered to you.

Can you describe the visual and performance customisation?

As a club its very important that you have your own identity. You can create a club badge, add that to your car, create club liveries and share these with your other club members. There is no performance customisation in the game. We have spent a lot of time developing the handling model for each of the cars so we’ve made sure the handling of each of the cars feels authentic. We want to make sure the experience is just like driving the real car. We’ve specifically picked the top of the range cars and the best versions of those cars.

Will there be damage?

There will be yes. Obviously our focus is on the driving model, I mean, we’re not making Burnout, but the cars do damage, they deform and all that kind of stuff, so you are effectively scuffing up million pound supercars!

Besides your club progress, is there any personal progress, a ranking system or something like that?

Well everything that you do in the game is personal but then that all feeds into the club. If for example, you decide that you did not like the people in the club and wanted to move to another club, you would carry your points across to your new club.

In relation to challenging clubs, are you able to, say, set up an event where 3 of your club mates will race against 3 members of another club?

Absolutely, you can customise your own events and challenges, you can set wagers, or timelimits or a number of attempts a player can have to attempt your challenge, or you can also set up a schedule for an event to take place, ie. 2pm on a Saturday, and then if you were midgame, you would get a notification saying your event was about to start. (Similar to the notifications in Motorstorm RC). You can also completely customise these races. For example setting it in the middle of the night with the weather being overcast, restrict the camera view to cockpit only, and set it on one of the Scottish tracks that has no street lights, meaning you’ve got to drive with just your headlights on which can get quite hairy! I mean, driving along in something that can do 230-240mph with nothing but headlights and brick walls, it will be tense.

If I change my club, do I take my progress with me, and does my old club lose this progress?

Yes. Its all about good people, you have to trust people. When you recruit people into your club, you want to make sure they’re the right sort of people you want to play with. It’s going to be you know challenging to get into the best clubs. You’ll see the best clubs at the top of the league and wonder, how do I get into this club, how do I make my name in Driveclub and get in to that club? It’s all about social dynamics isn’t it.

Can you play against people that are in your club or organise events solely for your club?

Yes absolutely, there are no restrictions just because you’re in a club. Effectively you can look at everyone as individuals and everyone can send challenges and set up events for anyone.

Final question for the enthusiasts out there, will you support wheels and if so, which ones?

Yes, we’re trying to get as many wheels supported as possible. Obviously there’s going to be some potential issues with compatibility etc. Ultimately it’s up to the manufacturers; they have to make their wheel support the PlayStation 4 first. As long as that wheel supports the PlayStation 4, then we see no reason why we can’t.
post #77 of 268
I can't wait to check out this game. Hopefully it is better than the crap they are giving us in Gran Turismo.
post #78 of 268
Seems like in all the various podcasts that I was listening to, the impression I was getting, was that DriveClub looked like it needed major work to have a chance at being a strong game at launch. This surprises me, because Evolution Studios is a very good developer. Hard to imagine them dropping the ball. Does anybody remember when Motorstorm: Apocalypse shipped ? How long have they been working on this game ? Why does it look so rough ? (allegedly)


The original Motorstorm is one of my all time favorite games, and I really liked Paciifc Rift (although not quite as much as the first MS). I only played the demo of Apocalypse, and was a bit torn on how I felt about it. Graphically it looked better than the previous two, but I felt the gameplay maybe took a bit of a hit.
Edited by Anthony1 - 7/11/13 at 12:31pm
post #79 of 268
Quote:
Originally Posted by Anthony1 View Post

Seems like in all the various podcasts that I was listening to, the impression I was getting, was that DriveClub looked like it needed major work to have a chance at being a strong game at launch. This sunrises me, because Evolution Studios is a very good developer. Hard to imagine them dropping the ball. Does anybody remember when Motorstorm: Apocalypse shipped ? How long have they been working on this game ? Why does it look so rough ? (allegedly)


The original Motorstorm is one of my all time favorite games, and I really liked Paciifc Rift (although not quite as much as the first MS). I only played the demo of Apocalypse, and was a bit torn on how I felt about it. Graphically it looked better than the previous two, but I felt the gameplay maybe took a bit of a hit.

My guess?

There's going to be some growing pains for first party titles as last Gen studios need to navigate porting their impressive PPC 1st party PS3 engines to PS4's X86 architecture. A lot of time and money goes into engines, so revamping them for next gen rather than starting from scratch is probably most likely. Naughty Dog already said as much about their Uncharted/TLOU engine.

So the same might be true here of the Motorstorm engine. Same with KZ, inFamous:SS, ect. If I had to guess, it's why we are going to see a lot of 1080P30 for launch, as they need to work to re-optimize their engines for new architecture.

That said Evolution Studios is known for making late pushes to visual fidelity and optimization. The first Motorstorm, for example, had big changes in graphics and framerates between their E3 showings, demo and the final product. E3 showings are also usually the most stable alpha builds, and might not reflect a lot of new additions to a game. Developers would rather show something that looks as a WIP proof and runs flawlessly, than be left holding a controller as their game crashes on stage (AC:Black Fail as an example). They can fix graphics and framerates. A crash sends a message that a game is buggy or broken.
post #80 of 268
Thread Starter 
Evolution Studios is definitely known for rough alphas and betas that shape up when shipping out. All three of their MotorStorm games went through that process.

Still, we won't know what's up until the PS4 launches. Hopefully it all comes together well in the end. They sound extremely confident in their latest interview that it will:

Quote:
“They supply us with pretty much the data they use to build the cars physically. We write that out to one to two-millimeter definitions. Then we build an image around it, slowly building it up and keeping the fidelity nice and crisp.” Most racing game studios will take real-life data and use it to build virtual cars, but Driveclub goes to beyond-fastidious lengths in the name of authenticity. That means drawing the vertices of every polygon of every car – inside and out – by hand. GT6 might be big on tessellation, which draws a more complicated mesh of polygons between basic shapes, but for Evolution that doesn’t offer the required level of control. Show-offs.
.
.
“Certainly my pet hate is having a lush vehicle and PS2-quality graphics behind it,” says Perkins. “I want people to be looking over after people press the Share button, walk past YouTube and say, ‘That’s real life.’”
.
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“Sometimes these ideas are ahead of their time, and it wasn’t until the stars aligned with the ecosystem of games moving on and the launch of hardware that was powerful enough to support it, that we found ourselves in a position to create Driveclub.” PS4, he tells us, “packs a huge amount of graphical grunt. You’ll not see vistas like this on this generation again – actually, maybe in Driveclub 2.”
.
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These details, like the correct bolts in every footwell, and the correct indigenous plant life in every location, matter in Driveclub. They matter because Evolution isn’t just building a driving game – it’s defining the characteristics of the entire genre for a console generation. “What we really want is for people to say, ‘They’ve done that way better than us’ and then adopt [our techniques],” Perkins tells us. “But we won’t tell them exactly how it’s done. They’ll have to work out the hard bits for themselves.”

Edited by joeblow - 7/10/13 at 8:43am
post #81 of 268
Another thing from interviews is they're looking to support the game over time, which to me sounds like MMO type support, or at least all that sweet, sweet DLC games like Burnout Paradise kept putting out long after their release. If they're looking to support it over the long haul, I'm sure better graphics and additional optimization is also on the plate.

Honestly, as long as they stick to those plans, this sort or long term support seems to be the best way to keep games off the secondary market. The days of launching a game once it goes gold and letting it live or die are long gone. People want to know their go to MP game will long be supported and even updated, and adding content and upgrading it ensures it'll stay relevant to new and old customers.
post #82 of 268
Quote:
Originally Posted by TyrantII View Post

If they're looking to support it over the long haul, I'm sure better graphics and additional optimization is also on the plate.
Maybe I am just not that tech saavy, but I don't see how this will happen. I don't remember ever seeing a game getting a graphical bump via patch after the game released, and I don't see how they would start that now. If it is a rough as they say it is, and it's only 4-5 months until the release, then this is a red flag against this game.
post #83 of 268
Quote:
Originally Posted by americangunner View Post

Maybe I am just not that tech saavy, but I don't see how this will happen. I don't remember ever seeing a game getting a graphical bump via patch after the game released, and I don't see how they would start that now. If it is a rough as they say it is, and it's only 4-5 months until the release, then this is a red flag against this game.

Can't you download a higher resolution texture pack for BF3 on the 360 if you have a HDD? Digital content delivery allows all sorts of options. DLC is basically adding new assets to games for the most part. Naught Dog just released a patch that removes and replaces a phone number texture in game that sent people to a porn hotline when called.

Engine modification for optimization or to rework certain things are actually the least bandwidth intensive fixes. You're just replacing code there.

It's really up to the developer. Costs do factor in as well, but it seems both MSONY are relaxing their policy and costs on updating games, which was prohibitive before. But you are right, most bumps come between games using the same engine. But, that's the old go gold and release into the wilderness model. PC MMO's and games with long term support tend to have more of these iterative updates, because the value proposition from the developers is long time support of the communities and new content over time.
post #84 of 268
Quote:
Originally Posted by americangunner View Post

Maybe I am just not that tech saavy, but I don't see how this will happen. I don't remember ever seeing a game getting a graphical bump via patch after the game released, and I don't see how they would start that now. If it is a rough as they say it is, and it's only 4-5 months until the release, then this is a red flag against this game.

It happens on PC all the time, although it usually comes alongside paid-for expansions. It's certainly a lot easier when everyone's got it installed on a HDD. No technical issue at all though, just a matter of getting people involved enough to pay for it.
post #85 of 268
Thread Starter 
Another thing to mention is that Evolution Studios' history shows that they do have an eye for making a good looking game. Graphics have never been an issue for them. Long load times early on and rubberband A.I. have been legit complaints, but not their attention to visuals.
post #86 of 268
Quote:
Originally Posted by joeblow View Post

Another thing to mention is that Evolution Studios' history shows that they do have an eye for making a good looking game. Graphics have never been an issue for them. Long load times early on and rubberband A.I. have been legit complaints, but not their attention to visuals.

Yup, the first Motorstorm game on the PS3 still looks good to me and the physics and track designs are great. The problem is the A.I. I used to play that game like crazy.
post #87 of 268
post #88 of 268
Thread Starter 
^^^^ Terrible driver, beautiful game.
post #89 of 268
Quote:
Originally Posted by joeblow View Post

^^^^ Terrible driver, beautiful game.



Yup!



New Demo build at Gamescon:
http://www.neogaf.com/forum/showpost.php?p=71287896&postcount=2200
Quote:
FYI there will be a new and updated demo at Gamescom next month smile.gif

Hopefully they'll give us direct feed gameplay, and there will be a leap over the 30% alpha build. Another thing I didn't realize is they using Global Illumination. GI and Dynamic lighting are resource intensive.
post #90 of 268
Car looks in good shape though wink.gif
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