When you put it like that though, then you're basically claiming that Ridge Racer and Daytona USA are trying to replicate real-world racing though.... which they're quite obviously not.
I wonder if this be brought up when Project Cars releases lol.
2nd generation of engines will be even more polished and great looking. Going to be insane to see what these guys can come up with 2-3 years from now.
It's obvious that adding dynamic weather and it's effects will put an additional load on the graphical pipeline, maybe they have tested it and decided to stay their hand a bit, why go for uber anti-aliasing if it's going to make your game drop frames when the dynamic weather patch drops. Just my 2 cents.
One if the reasons I love HP so much was that it did a great job of giving you the choice of going open world or selecting P2P races from a menu.
NfS Most Wanted old and new, Hot Pursuit and Rivals. The Crew (not yet but many played the beta), Fuel, Motocross Madness.
I'm going to admit that I've yet to play Driveclub (stuck waiting until the 10th), but could you detail what you think makes this the case? Because I'm struggling to see it personally.
I have bad news for you. I worked in gaming press in the 1990s and it was already a common practice. I still feel ashamed because I wrote a review of Command & Conquer based on just a few levels. It was published alright.
I'm curious to know what it is you believe an open world design brings to racing games? For my tastes it just means obfuscating the actual racing behind the need to drive back and forth across the same world to trigger events. Once triggered, then, the actual races themselves (ie - track design) are usually hamstrung by the world design. It all just blurs together for me and I end up having a difficult time really getting anything out of it.I would've loved an open world, a closed track racing game doesn't really excite me anymore, no matter how pretty it looks.
Here's hoping for an open world Motorstorm game!
I would've loved an open world, a closed track racing game doesn't really excite me anymore, no matter how pretty it looks.
Here's hoping for an open world Motorstorm game!
GRID Autosport? Mario Kart(although that shoots wildly away?), yeah, then the Ridge Racer gamesWhat was the most recent closed course arcade racer? Ridge Racer? I don't play a lot of racing games so I honestly don't know. Just trying to see where the game space is. Much like for a while people didn't give a shit about arena shooters and probably scored games poorly if that was all they were. They seem to be making a comeback though.
except Daytona USA is on Tracks...like Daytona but yeah good point!
So FH2 is a racing sim now then, this argument was not present last year with Forza 5 and I am sure wont be highlighted in Pcars
This is actually the selling point for me. I love the fact that it's a focused track and point-to-point pure arcade racer. From the feedback in the other threads it seems that I'm in the minority. It's becoming clear to me that if PGR5 ever came out with a similar game design as it's predecessors, it'd be similarly shunned by the press and casual racer crowd. Such a shame.
I'm still gutted about the lack of G27 support for it though. Hopefully something gets sorted there.
Next year FIFA goes open world and between the matches you have to spend hours in the airports, getting through security and waiting for connecting flights. This will be awesome.
I have bad news for you. I worked in gaming press in the 1990s and it was already a common practice. I still feel ashamed because I wrote a review of Command & Conquer based on just a few levels. It was published alright.
It really isn't a great looking game. I think there is a placebo effect going on where people been thinking it was going to be great look for years that they can't think other wise.
The textures are bad, the lod is bad. No af is horrible.
It really isn't a great looking game. I think there is a placebo effect going on where people been thinking it was going to be great look for years that they can't think other wise.
The textures are bad, the lod is bad. No af is horrible.
What was the most recent closed course arcade racer? Ridge Racer? I don't play a lot of racing games so I honestly don't know. Just trying to see where the game space is. Much like for a while people didn't give a shit about arena shooters and probably scored games poorly if that was all they were. They seem to be making a comeback though.
Well they seem to get the idea behind the game a bit better than a lot of other reviews.
I'm kinda puzzled about the AA solutions. Isn't there a better way? I can live with the minimal jaggies, but i would rather see them even less aparent and i thought it could be possible in this game.. The game looks super-stunning and very realistic because of the excellent lighting. In these cases of brilliantly detailed cars jaggies become extra unimmersive. That's a shame.
Need for Speed Rivals is absolutely an open world game and that's what kind of ruined it for me. I think I would have enjoyed it otherwise.NFS Rivals and FM5? But FM5 has some sim ambitions so it might be not arcadey enough to count while NFS:R doesn't really have closed racing circuits in a traditional sense.
Closed tracks feels so old school right now.
I would love more open world, as I feel it should be standard on all racing games after playing Forza Horizon 2. This feels like downgrade, like going from console to tablet gaming (where games generally are more limited and have smaller scale).
This is pretty unbelievable ... Now we have complains for a game that is not what they want it to be ?
It's a racing game with tracks, I don't know if these people understand this.
That doesn't really sound like it misses certain angles, it sounds like it misses sub-pixel aliasing. That's generally the weakness of every "cheap" AA method.As impressive as this sounds, unfortunately there are still some noticeable jaggies around the bodywork of the cars, on fences and some of the walls surrounding the track, where the post-process anti-aliasing algorithm appears to miss quite a few edges at certain angles. However, beyond these artefacts the results are generally excellent and a cut above most PS4 and Xbox One releases.
Closed tracks feels so old school right now.
I would love more open world, as I feel it should be standard on all racing games after playing Forza Horizon 2. This feels like downgrade, like going from console to tablet gaming (where games generally are more limited and have smaller scale).
It's not breaking any new ground, but it IS reviving a type of racer that is all but dead in the industry. And it's not like that type of racer died because it was shit or something. These were amongst the best type of racers that ever came out, the pure skill-based no-frill arcade/simcade racers. The question I have is if it's actually good at accomplishing the goals within this barely alive subcategory of racers. For my money, it absolutely does. But, crucially, you don't have to think it does, because it's a legitimate opinion to think it's not that great. It's perfectly appropriate to believe it failed at its goals, which are strictly defined and therefore easy to criticize if there are legitimate issues.
What is not OK is to bring in all sorts of random bullshit, talking about how racers should be, because as a reviewer you're incapable of remembering games that released longer than a month ago, because you have expectations you're inappropriately foisting on a game that has completely different goals, or because you have some daft ideas about open world or upgrades somehow being equivalent of "next gen" or "quality."
Each approach has strengths and weaknesses, and each approach can be done well or poorly. DID DriveClub handle its specific approach to racing poorly? If so, how? When you come from that perspective, criticism can begin to be on the right foot. It does me absolutely no good to read about how much you wish it was open world, because if I wanted a fucking open world racer, I'd play a fucking open world racer. I love Forza Horizon 2, it just came out. Play that shit. This is a different type of racer with different goals. Does it accomplish them well? That is what I want to read.
I am king of negativity. I love hearing people criticize shit, because it means they're wielding a highly effective tool as a consumer. But this shit we've had in like a zillion reviews/previews/articles at this point? It has got to stop. It's embarrassing.
Ok, I think it's the most beautiful consoleracer ever.
Now what? ;-)
Need for Speed Rivals is absolutely an open world game and that's what kind of ruined it for me. I think I would have enjoyed it otherwise.
But, you can do open world racing in tons of other games, can we please have our closed circuit racer?
Well, I definitely don't disagree with wrote you've posted. I haven't played Driveclub yet so I don't really have an opinion on it yet, but Daytona USA and Wipeout are my two favourite racing series ever, so open-world is hardly a requirement for me.
I just thought the idea that Driveclub is a big step forward in terms of design and experience was a bit weird, as I'm really not seeing anything it does that (outside of graphics) that I can't easily attribute to other (even very recent) racers.
No, the difference isn't only speed.You can definitely explore even when forced to remain in the car. The car is simply your player avatar in the game.. it makes little difference if that is swapped with a slower human character. Most of the same buildings would still remain inaccessible.
I'm curious to know what it is you believe an open world design brings to racing games? For my tastes it just means obfuscating the actual racing behind the need to drive back and forth across the same world to trigger events. Once triggered, then, the actual races themselves (ie - track design) are usually hamstrung by the world design. It all just blurs together for me and I end up having a difficult time really getting anything out of it.
That's not to say DriveClub is a great circuit racer but I really prefer well designed tracks strung together with a good menu system to anything open world. I've yet to play an open world game with truly exceptional track design.
Motorstorm isn't open world either
Closed tracks feels so old school right now.
I've explained my positions in such extensive detail in the various DC topics at this point that it's frankly no surprise that you're coming to the defense of these half-assed pathetic journalistic standards. Much like the reviews , previews and technical overviews that are getting this scorn, you lack the ability to critically analyze anything at length.
I'm curious to know what it is you believe an open world design brings to racing games? For my tastes it just means obfuscating the actual racing behind the need to drive back and forth across the same world to trigger events. Once triggered, then, the actual races themselves (ie - track design) are usually hamstrung by the world design. It all just blurs together for me and I end up having a difficult time really getting anything out of it.
That's not to say DriveClub is a great circuit racer but I really prefer well designed tracks strung together with a good menu system to anything open world. I've yet to play an open world game with truly exceptional track design.
I don't get why Driveclub gets pegged for not being Open-World but Mario Kart 8 doesn't...
That's your opinion and you're entitled to it. Not everybody will agree, though.Can you fault a goat simulator for being "too open world" ? Serious question; I feel like Digital Foundry should investigate that next. To your point though, a driving game like Driveclub is what it is and quite frankly, it is a big step forward in game design and experience.
I've read a fair bit of what you've said on the matter. Just because you go to lengths to explain yourself doesn't make your 'analysis' any less reactionary or overly defensive.I've explained my positions in such extensive detail in the various DC topics at this point that it's frankly no surprise that you're coming to the defense of these half-assed pathetic journalistic standards. Much like the reviews , previews and technical overviews that are getting this scorn, you lack the ability to critically analyze anything at length.
That's exactly why he can say the game isn't very good.
I haven't had a chance to play it, so I have no input on whether it is or not.
Can't wait for the lack of open world exploration criticized in future Fighting Game reviews.
Seriously. Like, there's room for more than one type of racer! And they can both be great!
Oh yeah, I was just saying that you're right. It really doesn't break any new ground. It just goes over old ground really, really well, in my estimation. I hope you enjoy it if you ever do try it. But if you don't, that's cool... I'm sure your reasons will make more sense than the bulk of the reviewers who have covered this game so far.
As an aside, I'm not even sure why breaking new ground is a requirement for games as long as they're good, but I guess I'm just weird like that too.![]()
No, the difference isn't only speed.
Open world games with a human avatar let you do all sorts of activities that an open wold game can allow. You are not just walking or running. You can do fighting, driving, flying, hiking, killing, stealing and whatever you can think of. You are also not restricted to roads. You can go and explore that mountain, these woods, you can go in that alley and see what's behind the backyard of that house, etc. The bigger/more open ended the world is, the more stuff you can do and the better designed that world is, the more fun you get out all these activities. Hey, you can also just stand still and gaze at the details.
With a car avatar you just drive. You are not supposed to stay still, you either drive against the clock or opponents. You can't climb mountains and you can't explore the woods. You are restricted on the road, despite having a huge world designed for you. Basically, you can do all these things on a linear/standard racing game. That's why its not worth the extra weight of a big open world.
Having the entire rendering engine built around dynamic, real-time effects also allows for the player to customise their own driving experience: the day/night cycle can be sped up or slowed down