Driveclub First Impressions

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I think it's fun. The gameplay is entertaining, graphics are great, and it's such a violent drive. Drifting is explained well enough where I don't feel tooooo much of an idiot doing it, and I love the tracks and car balance. Loads of fun so far.

By the way, anyone start a club yet? Online started working for me within the past two hours or so and I'm curious if it has for anyone else yet.
There are a few clubs mentioned here, scattered about in the different threads...the servers seem to be on and off still. I even got a message that my PS+ subscription had expired, so I couldn't even play offline anymore :lol: As I have the full version, I'm guessing that the servers must really be suffering. Still, they want as many people as possible online, to help complete the load test.

I'll give it a go again tomorrow early, after work when online is generally quieter.
 
People are comparing it to PGR but I remember PGR being much better than this and having a much more enjoyable handling model. The handling is not as bad as some have been saying but it's very uninvolving. I'm a sim racer so used to a handling model with lots of nuances but this doesn't have any, it's very bland. PGR is proof that a more arcade racing game can still have a sublime handling model and DC just doesn't have a handling model that makes me sit up and pay attention.

PGR was better, no doubt about that. But I do see a lot of PGR in this game - it's almost like PGR in a nature setting, rather than an urban one. I don't love Driveclub's handling model but I'd say it's better than most of the competition. Arcade racers today tend to favor really imprecise, heavy, drift-centric handling (i.e., NFS Hot Pursuit & Most Wanted), so I like that Driveclub is swinging in the other direction. PGR was the series to get it perfect, but I feel like Driveclub is moving in the right direction.
 
Super fun. Using T500RS. FF is surprisingly solid, not too much dampening and you feel the track nicely. Sense of speed is amazing, tracks are awesome.
Yes, cars are grippy as hell and oversteer a lot. Driving in general is pretty forgiving, too. But it is pure racing fun, not too arcadey I guess.
 
I bought a PS4 only yesterday, and originally wasn't going to buy Drive Club. At the store though, the Drive club + PS4 bundle cost exactly the same as PS4 on its own, so I was happy I didn't need to pay anything extra.

Initial impressions after a couple of hours... The game is pretty 'meh', not great, but not terrible either. The physics take some getting used to... I feel very disconnected from the car (using a controller).

The biggest problem for me though is the tracks. I haven't yet seen any difficult technical circuits. They've all been fast free-flowing NFS style tracks so far... It's getting me worried.

My favourite part of the game so far has been using the dash view. Watching some of the beautiful scenery whizz past with the reflection of the car dash off the windscreen sometimes looks amazing.

Edit: it's also worth mentioning at this point I've only ever driven in the afternoon in clear conditions. I'm really looking forward to seeing the weather system is this game.
 
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Well, for me the game feels almost exactly like the Arcade Racer I've been waiting for since 1999.
LOVE the track design, handling feels amazing, AI is competitive and good, bad driving gets you punished, graphics are wonderful, sound is great and the load times are crazy fast.

Don't get the negative reviews at all, but I also don't care, I'm in love with the title. <3
Too bad with the server issues, the couple of times I could connect, definitely showed that a connection enhances the game.
 
This game. This game is what I'd been searching for. Just plug & play!
Reminiscence of the early Need For Speed franchise which embeded TDU, Pro Street, GRID, a little bit of Gran Turismo spirit as well but maintain it's own originality!

The scenery are absolutely gorgeous! It's one of the reason why I want to have DC!
The downer are the overly aggrassive AI and the penalty system. AI hit me but the penalty were given to me. I'm not impressed by that.

Other than that, it's all positive!
 
LOVE the track design

It's a crime that more reviews don't talk about this. Driveclub has possibly the best track design I've ever seen in a racing game. The environments are spectacular, and the roads are tight, narrow, and twisty but not too unforgiving. I always feel like I'm driving in a car ad when I play this game.
 
Interesting. Track design (layout not scenery) to me is the weakest point of the game. @JacoJa thinks they're too easy? I'd hate to know what you'd consider hard! All these tracks are narrow, just two lanes wide or at times less, with zero run off room on either side. The walls have invisible glue that slow you down 30mph with the slightest touch even on the straights. The grass itself will slow you 10-15mph.

I think the tracks in general are far too difficult. Take for example The Kyle point to point race in Scotland. Perhaps the 'easiest' in the game, but it still features treacherous elevation changes at the entry point of high speed corners, and its super narrow most of the way through. The 2nd to last narrow turn turning leading onto the bridge has to be taken at 150mph with glue guardrails ready to slow you down 30-40mph if you happen to touch them in the slightest.

Even the permanent race courses feature difficult low and high speed chicanes that are ready to punish your every mistake with glue walls or short cut penalties. And they have blind corners or bumps ready to unsettle your car and cause a crash.

I've played all the courses and I've yet to really grow attached to any of them. Outside the differences in scenery, they seem like one big blur to me. Its like the same one guy designed every single one of them using the same techniques over and over, chicane here, hairpin here, fast turn here and so on. None of them really separate themselves from the pack.

Its a theme of evolution racing games for me, I've always felt their tracks are too difficult. I cant even begin to count the times in Motorstorm I'll just be cruising along before some random hole in the ground launches me. I've always said if I ever make a racing game (hopefully Media Molecule's PS4 project allows me to do just that) I would make the course super easy...4 lanes wide with gentle bends. The fun would come from battling the other cars and dodging traffic.

If you notice most arcade racers like Rush Extreme Racing or the old 90s NFS games had their courses grouped by difficulty, novice to intermediate to advanced. Thats lacking here and I feel it really hurts the fun level of the game. The novice tracks would be a favorite of the casuals and the more seasoned drivers will hang around the advanced track. I can imagine alot of people getting frustrated with how difficult the game can be.

Difficulty is overrated. A game will get marked down in score for being too difficult way faster then a game would get marked down for being too easy, and for good reason.

Edit: Here is 3 NFS tracks showcasing proper difficulty increase

jHCKaO1.jpg
 
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This game. This game is what I'd been searching for. Just plug & play!
Reminiscence of the early Need For Speed franchise which embeded TDU, Pro Street, GRID, a little bit of Gran Turismo spirit as well but maintain it's own originality!

The scenery are absolutely gorgeous! It's one of the reason why I want to have DC!
The downer are the overly aggrassive AI and the penalty system. AI hit me but the penalty were given to me. I'm not impressed by that.

Other than that, it's all positive!

Interesting about the AI

 
Interesting. Track design (layout not scenery) to me is the weakest point of the game. @JacoJa thinks they're too easy? I'd hate to know what you'd consider hard! All these tracks are narrow, just two lanes wide or at times less, with zero run off room on either side. The walls have invisible glue that slow you down 30mph with the slightest touch even on the straights. The grass itself will slow you 10-15mph.

I think the tracks in general are far too difficult. Take for example The Kyle point to point race in Scotland. Perhaps the 'easiest' in the game, but it still features treacherous elevation changes at the entry point of high speed corners, and its super narrow most of the way through. The 2nd to last narrow turn turning leading onto the bridge has to be taken at 150mph with glue guardrails ready to slow you down 30-40mph if you happen to touch them in the slightest.

It's all preference. To me, there's two ways you can go about creating tracks of this style in a game like Driveclub. You can do what NFS has done as of late and make the roads 4 lanes wide all the time, better accommodating multiplayer racing but ultimately making the tracks much less interesting and challenging, or you can go the route GT6 did with Matterhorn and make the roads as narrow as a tarmac rally and stack blind corners one on top of the other, with unrealistic elevation changes. Driveclub strikes a good balance to me, and the handling model is forgiving enough that it can save you in many circumstances where you might brake too late or screw up corner entry. I admit the narrowness of the roads is not conducive to 12 car races – more often than not, everything just becomes into a smashfest, especially online – but I'm willing to make that compromise. More than any other game, these are roads I'd want to drive in real life.

Even the permanent race courses feature difficult low and high speed chicanes that are ready to punish your every mistake with glue walls or short cut penalties. And they have blind corners or bumps ready to unsettle your car and cause a crash.

I've played all the courses and I've yet to really grow attached to any of them. Outside the differences in scenery, they seem like one big blur to me. Its like the same one guy designed every single one of them using the same techniques over and over, chicane here, hairpin here, fast turn here and so on. None of them really separate themselves from the pack.

I completely agree with the shortcut penalties and invisible walls. If you're going to implement shallow walls in the first place, penalties shouldn't exist, period. I keep thinking back to rallying where drivers purposefully cut corners where they can to save time. If you consider Driveclub one big sort of tarmac rally, then I feel the same principles should apply. In the same sense though, many stages of a rally blur together and are indistinguishable, so I can excuse your second complaint.

Its a theme of evolution racing games for me, I've always felt their tracks are too difficult. I cant even begin to count the times in Motorstorm I'll just be cruising along before some random hole in the ground launches me. I've always said if I ever make a racing game (hopefully Media Molecule's PS4 project allows me to do just that) I would make the course super easy...4 lanes wide with gentle bends. The fun would come from battling the other cars and dodging traffic.

Sounds to me like you must have loved NFS Hot Pursuit (the 2010 one). Couldn't believe how wide the roads were in that game, I couldn't stand them. But I still enjoyed it. One of the better racers of the last generation.

If you notice most arcade racers like Rush Extreme Racing or the old 90s NFS games had their courses grouped by difficulty, novice to intermediate to advanced. Thats lacking here and I feel it really hurts the fun level of the game. The novice tracks would be a favorite of the casuals and the more seasoned drivers will hang around the advanced track. I can imagine alot of people getting frustrated with how difficult the game can be.

Difficulty is overrated. A game will get marked down in score for being too difficult way faster then a game would get marked down for being too easy, and for good reason.

Edit: Here is 3 NFS tracks showcasing proper difficulty increase

jHCKaO1.jpg

That was the great thing about old-school racers, they made the difference between easy and hard abundantly clear. Mystic Peaks still gives me nightmares though. The sheer inadequacy and bat-s**t insane nature of NFS II's physics made getting through that track cleanly impossible.
 
Interesting. Track design (layout not scenery) to me is the weakest point of the game. @JacoJa thinks they're too easy? I'd hate to know what you'd consider hard!
I think the physics has a lot to do with it. There have been a few times where I've turned into a hairpin too early and completely messed-up the line, but there is so much grip on the cars at low speeds that these mistakes are easy to recover from. I've also run wide on a few long corners where I've found myself way off into the dirt/gravel, but there was always enough grip on the gravel to ease off the accelerator and rejoin the track without losing much time.

But to put it all into perspective a difficult circuit for me would be something like Hong Kong from GT4 or Special Stage R11. On those tracks, if you mess-up one corner, it will also mess you up for the following two corners. The tracks on drive club are a lot more forgiving I think.
 
Guys just a tip... If you go into customisation and don't touch any buttons the car goes into vista mode - shows the interior although doesn't open doors (shame) etc...

And can I just tell everyone that the Koenigsegg Agera R is simply amazing. For me, the best car in the game!!! I just keep driving it - anywhere I can.
 
...The biggest problem for me though is the tracks. I haven't yet seen any difficult technical circuits. They've all been fast free-flowing NFS style tracks so far... It's getting me worried.

My favourite part of the game so far has been using the dash view. Watching some of the beautiful scenery whizz past with the reflection of the car dash off the windscreen sometimes looks amazing.

Edit: it's also worth mentioning at this point I've only ever driven in the afternoon in clear conditions. I'm really looking forward to seeing the weather system is this game.
You won't have technical circuits in this game, as it really is a road racer - more point-to-point than circuit (though there are a few of those in there, but mostly road orientated ones.)

If you have only experienced sunny afternoon conditions so far, then you must be in the 'arcade mode' section, as the second race, well, depending on which way you go, is a dusk to night circuit race around the Observatory.

...I completely agree with the shortcut penalties and invisible walls. If you're going to implement shallow walls in the first place, penalties shouldn't exist, period. I keep thinking back to rallying where drivers purposefully cut corners where they can to save time. If you consider Driveclub one big sort of tarmac rally, then I feel the same principles should apply. In the same sense though, many stages of a rally blur together and are indistinguishable, so I can excuse your second complaint...
I think maybe the glue aspect is to discourage wall-riding in challenge TTs - even so (and completely by accident, I might add ;)) I found that you can come out ahead of the pack like that.

As for the road widths, I think that in real life, those roads in Scotland are going to be a tad narrower. I live in an area where there are roads on which true rally tracks could be run, barely wider than a small car
 
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Well the old man bought the game the other day and I have to say I don't like it.

It just didn't play the way I hoped and graphically I wasn't impressed. Couple this with the fact it's not a traditional racer I won't be spending much time with it.
 
Well the old man bought the game the other day and I have to say I don't like it.

It just didn't play the way I hoped and graphically I wasn't impressed. Couple this with the fact it's not a traditional racer I won't be spending much time with it.
Agree...These new 'powerfull machines'[PS4,XBOXONE] is a disappoint to me...graphically.
 
4 days playing Driveclub. Finished all events: rookie, amateur, semi-pro, pro and legend. Here is my impressions.

Gameplay:
At first, looks boring. Race with cars which dont have ultra speed, but what I know is this is common thing in video games (slow first, when you level up, everything goes crazy), until I reach Semi-pro. Semi-pro is bit tough, then I advance to Professional and Legend (also getting some Performance and Hyper car classes). Now THAT is racing! Rookie and amateurs go home, lol. Penalties are too sensitive, but glad to know that Rusky is working on super harsh penalties.

AI:
For the AI...not bad for me. They gonna block and smash your way around, looks not fair for a CPU-controlled opponents but I am sure real people gonna do the same to you.

Graphics:
The graphics is awesome. This is second PS4 game that I give "Approved" stamp for graphics (first was Infamous second son). Scenery is beautiful, I feel like I am on these locations. Cockpit view is detailed. I always drive on cockpit view.

Sound:
I cannot say much since I am not audiophile, but for me the car sound is not bad. Car sound are matches with the car. I wonder why people saying car sound of driveclub is bad. Are they expecting a Mini Cooper has a McLaren or other supercar engine sound?

Score:
7.5/10. Might change if weather/photo mode/replay mode/multiplayer/club thing comes.

Bonus: my gameplay video :D

 
...and graphically I wasn't impressed...

Agree...These new 'powerfull machines'[PS4,XBOXONE] is a disappoint to me...graphically.
How can you fellas say that. For me, having started with 8-bit games back in the 70s I've lived through the slow progression to see the progression to 3-D representation and now virtual photorealism in games; I am just astounded at what they can do.
 
I dont get the "not impressed" opinions, neither. If DCs environments, lighting and car models dont impress you, what in the world does? The lighting is probably the best I have seen in any game, the range of vision (and the detail of the far away terrain) is astonishing and the environments have first person shooter quality in places, especially the foliage and the snow @ Norway. What more could you ask for..? (yeah, besides rain and 60 fps, obviously :D )
 
How can you fellas say that. For me, having started with 8-bit games back in the 70s I've lived through the slow progression to see the progression to 3-D representation and now virtual photorealism in games; I am just astounded at what they can do.

Yeah I dont get how you can be disappointed by this game's visuals. Its looks leaps and bounds better then all of Evolution's motorstorm games.

This is the best Motorstorm looked on the PS3
http://images.eurogamer.net/articles//a/1/0/4/9/3/1/0/Motorstorm_Monster2.jpg.jpg

Obviously Driveclub is a massive improvement. What more do you want? Visuals to me are the best thing about this game easily. Just take a peak in the photo thread, all those images are real time with zero post processing help from a photomode.

Its funny because if there ever was a generation to be disappointed in graphics, it was the PS3/360/Wii gen. Gran Turismo 5 & 6 with its super inconsistent visual presentation, weighed down by 8bit blocky shadows, 2D trees, shaky framerate, standard cars, and other garbage.
 
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Yeah I dont get how you can be disappointed by this game's visuals. Its looks leaps and bounds better then all of Evolution's motorstorm games.

This is the best Motorstorm looked on the PS3
http://images.eurogamer.net/articles//a/1/0/4/9/3/1/0/Motorstorm_Monster2.jpg.jpg

Obviously Driveclub is a massive improvement. What more do you want? Visuals to me are the best thing about this game easily. Just take a peak in the photo thread, all those images are real time with zero post processing help from a photomode.

Its funny because if there ever was a generation to be disappointed in graphics, it was the PS3/360/Wii gen. Gran Turismo 5 & 6 with its super inconsistent visual presentation, weighed down by 8bit blocky shadows, 2D trees, shaky framerate, standard cars, and other garbage.

Yea but Forza 3 and Forza 4 looked great for its era. Its the PS3 that was most disappointing with driving games.
 
How can you fellas say that. For me, having started with 8-bit games back in the 70s I've lived through the slow progression to see the progression to 3-D representation and now virtual photorealism in games; I am just astounded at what they can do.
To make justice, Ryse: Son Of Rome is graphically an approach to the 'next gen' to me.
 
Hello there. I would like to share my two cents as well :)
So i bought this game knowing that it is an arcade racer. But i was not aware that it will be this bad from the driving aspect. Graphic wise it is awesome. Love the graphics and all. The feel of speed is superb. Track layout - love those as well - something like this is missing in gran turismo if you ask me. I rely do love the tracks and how they are structured.
But when it comes to driving it is just bad. Drifting is a joke. How can you call this drifting. The more appropriate word is power sliding than drifting. What i really think is bad is that on some corners you can go flat out without loosing grip and on the second corner you just hit the curbs.
I do not own a xbox one so i am not a forza fan boy if you might think that.
Driveclub is a let down for me - not in the graphic department or the track layout but in the handling of the cars it self. Again - graphics and tracks are awesome. But graphics and tracks cannot make up for the bad driving physics. I know its my bad knowing it would be an arcade style racer and buying this game - but still. I was hoping for something better than this.
I hope they will loosen up the grip settings so you can at least drift and not power slide. Whats the point in having drift stages if you cannot drift. And it is a shame cause some tracks are just made for drifting.
Cant wait for the social aspect as i was unable to join in the multiplayer at all.

There is me hoping that Gran Turismo 7 will have some tracks like Driveclub has. Than all will be fine :)

So to sum it all up - great graphics, great tracks, cosmetic customization of cars - ok -, sounds - ok - as i am not really into this stuff, driving physics - bad -.

I know i have been spoiled by Gran Turismo driving physics so its just impossible for Driveclub to keep me entertained. But than again the beauty of Driveclub might keep me coming back once the replay mode, photo mode and dynamic whether are enabled.
 
Forget weather, I'm amazed how this game launched without a photo mode. It looks way too good not to have one.
 
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