Consider this my "First Impression" of The Crew 2, taken from playing the Closed Beta for the last 4 days, clocking in a total of about 16 hours of play time.
MY PERSONAL STORY
- My first cars in each division, going from the order I think I'm expected to do play this game in, were a 2015 Mustang Fastback, a Buggy, a Proto Sportsman, and the Zivko Edge 540 v3. I managed to maintain those vehicles pretty well, but then I decided I wanted to put a touring car in me garage. So after a few hours after seeing it in the pro racing HQ, I decided to start saving up to buy a Porsche 911 GT3 Cup, which I bought a while after and it cost me over $600K...and, for whatever reason, is more expensive than both F1 cars (which I feel should have been at least $3 million each). Just add some more horsepower, up the lateral G’s, and increase the top speed by 30 km/h, and I have this feeling that I’d be able to squash Clarence with this. As for the other champions? They can wait, for now. My point is: The champs, based on what I’ve done so far, don’t appear to be as good as the community (and by that, I mean the groups of people you encounter in The Crew 2) is making them out to be. But why could I spend some time winning races and beating scores and times on trials, when I could spend that same time hanging out with you guys and girls? @PsuPepperoni, especially.
VISUALS
- The world is just as big as the original, but I can see Ivory Tower lived up to their word in re-doing the map...albeit certain sections of it, especially the downhill section leading towards Yosemite which got completely redone so it’s not a bunch of hairpins. Actually, I’m pretty sure that most of the parts of the map that were just hairpins were re-done so that they weren’t just hairpins. (EDIT: Upon further analysis of this statement as quoted by @Wolfe below, I should have known that a long, straight road would be just as, if not more boring than what I described here.) All in all, a beautiful environment that I barely got to explore - I didn’t even go to Detroit, Seattle, San Francisco, Dallas or Chicago. But I do plan on running a whole lap of America visiting every major city in the country...at least the ones here, someday.
STORY
- The voice acting and story both are a bit on the weak and cliché side, but I don’t expect much from a racing game as I do from a JRPG. I don’t expect very many twists, either. I’m not really sure if even those are needed; I just need a selection of vehicles and a place to drive them. I turned off both voices and subtitles after a while. That said, the game manages to keep its tone of being upbeat and fun from beginning to a little bit past beginning because of the content lock.
CUSTOMIZATION
- The livery editor is so much fun to use, but it challenged me at the same time, in that I'm not really that used to livery editors in racing games in the first place. For me, the most in-depth livery editor I’ve ever used goes to Gran Turismo Sport; that one had a Decal Uploader where you can go to GT’s official website and upload SVG Decals there, (15,000 bytes or less) then they show up in your game and you can use them there. I’d like to see that very feature here, because I can’t wait for the art community’s creativity to shine through and join the open world as one of the bright stars of The Crew 2, just as I did on Gran Turismo Sport, and just as others have done on the Forza Motorsport and Horizon games. I can see it all: Replicas of older and newer race cars alike, recreations of all of the famous cars we’ve seen in movies about fast cars doing what they do best, homebrew police cars, and yes...the itashas and the total 🤬.
GAMEPLAY
- One of the first things I did was access the options menu to see what we can do. I switched the gearbox to sequential, fiddled around with the driving settings a bit (I’m familiar with the “Linearity” setting, but I have no idea what “Clamping” does), I turned off the music, as I like to drive without it, and what I heard of it was...alright. It’s just one station I listened to, but there are more which I’ll be sure to check out. In particular, the song which this game’s advertising and E3 Trailer featured prominently, Kaleo’s “No Good” was starting to get annoying really fast within the first couple hours, as it played every time I went home on a loop and there was no way for me to turn it off (Even turning the music off did nothing!). Thankfully, it just stopped after a little while, and I consider this a good thing because I thought that song was going to be tattooed into my head after the 4 days were over.
- I’m not used to L1 and R1 for gear-shifting, and I’d like to see a “Custom Mapping” option where we can make our own control schemes to use. I’d like to use Square and X to shift, which leaves me to use either Circle or Triangle for nitrous.
- I’m enjoying the new arrival of vehicles. I never got a chance to drive one of the air race planes, but I heard those things are ridiculously fast compared to their Aerobatics counterparts. The jetsprint boats are small and they don’t go very fast, but they turn like the Red Bull X2014 Fan Car. The plane and boat controls in general remind me of Grand Theft Auto V, especially when I turned the assists off. The planes tend to move downward when you’re flying inverted, and pushing down on the left stick while in a boat makes you go faster, just like in San Andreas.
NEGATIVES
- I haven’t used it yet, but based solely on what I've seen at the top of the leaderboards for the Street Race-spec events, that spec's Lamborghini Huracan is looking to be a bit on the OP side, despite Ivory Tower’s best efforts to ensure that there’d be no OP cars in the game for each spec. I’m thinking it should be de-buffed so that it doesn’t dominate the top of the leaderboards as it appears to be doing now. (then again, all the underpowered vehicles should be buffed to compete with all the other cars as well). Wall riding should also be taken care of as I can do it pretty easily with my ’15 Mustang, (as well as the Koenigsegg Agera, which I haven't used throughout the beta, but I've seen that car wallride pretty hard) even if I lose 60 km/h going through one of the corners leading onto the freeway. We should be turning properly, instead of just riding the wall for a cheap advantage.
- I think it’s nice that you can fully upgrade a car in 2-3 hours, but after that, I don’t think car with the levels maxed out should be handed out like ice cream from an ice cream truck. I think it has to do with the part sharing, where you can get one “280” part for a Street Race car and put it on another Street Race car that you just bought. In other words, after fully upgrading one car, you can fully upgrade subsequent vehicles in seconds. It's not a total killer, but I'm not the only one thinking that this deserves to be nerfed in some way.
- Also, it’s going to have microtransactions. This sucks that a game this awesome gets a thing that so many other games have had for the last few years (I hesitate to call it part of the game), especially considering Ubisoft's revenue from them in 2017 outclassed everything else they made money from. The Crew 2 having microtransactions probably won't come as a surprise to me when I buy the game, considering Need For Speed: Payback was only one of numerous games released last year that had them, among all the other 🤬 they engaged in. I wouldn't be too bummed out since the game is generous with how it hands out its regular currency, meaning that the alternate paid currency would end up being pointless anyway. Then again, that can change...
TL,DR: It’s a big improvement over the first game, in gameplay - that it’s a lot more fun to drive, world - that it’s more colorful, vibrant, and engaging than the original as it spawns AI drivers if there are no human players in the session, and story - in that it’s nowhere near as dark and as serious as the first game, although that one tried to have its moments as well. Progression just needs to be slower...but at the same time, it’s much faster than most games in general, and even if it were to be toned down it’d still be faster than SWBF2 (the one that came out last year) was in its infancy. Also, the photo mode which doubles as a video editor is a fantastic addition to the game which allowed me to take photographs such as these:
I think the point I'm trying to make is...
this game looks gorgeous.
But 3 weeks is how long we have to wait to actually play the game proper. I've already uninstalled the beta (because there's no reason for me to keep this on my PS4) and will more than likely be pre-ordering the Gold Edition.
If all goes well going into July, I'll say that Ivory Tower deserves every cent of their cut of the money this game makes. Ubisoft, on the other hand, can make their cheesecake, eat it, and share with us if they're feeling nice.