With the addition of two new systems from Sony and Microsoft last year, many people expected a massive jump in quality and new experiences. One of those new experiences was a new racing game called Driveclub.
| Release Date | October 7, 2014 |
| Genre | Racing |
| Platforms | PS4 |
| Developer | Evolution Studios |
| Price | $59.99 US |
| ESRB Rating | Everyone |
| Players | 1-12 |
| Review copy provided by: | SIEA |
Technical Issues Disclaimer
Driveclub was scheduled to launch with the PlayStation 4 and be one of the flagship games for a weak launch period. That didn’t happen. Driveclub’s release date slipped to almost a year later. The problems didn’t end there, though. When Driveclub launched, it was plagued with server issues that prevented many (including myself) from playing with others online. That’s the reason our review for this game is so late. I wasn’t about to review a game that wouldn’t allow me to do much of what the game is touting as features.
Introduction
Let’s get into the game with the negative stuff out of the way. Evolution is a skilled studio with three underrated MotorStorm games on the PlayStation 3. I was one of the people who believed they should do something different because I felt like MotorStorm had run its course. Driveclub looked promising, and I thought this could be the start of something fresh in the racing genre. What we got from Driveclub was something that shows promise, but ultimately, we have a long way to go to realize the vision that the team set out to create.
Through its gorgeous visuals and the very detailed environments in Driveclub, you’ll find a very inviting and simplistic racing game with closed courses in stunning locales. It’s not Forza or Burnout, but it is somewhat in between. It blurs the lines between simulation and arcade while leaning more towards the arcade side. It’s not an open-world either, and it didn’t need to be. Driveclub is a more traditional racing game that borrows from the original Need for Speed games and adds unique elements to create something fresh. The only real issue with Driveclub is that it seems to be just a bit light on cars, content, and modes.
Cars
There are 50 cars in the game, most of which are European, which can be expected with Evolution based in Europe. I would have preferred to see far more American and Japanese-made cars without the emphasis being based solely in Europe, because they have alienated an entire audience there. I would typically see such a light car list as a flaw, but with Driveclub, it’s more about the experience than having 500 cars to try. The attention to detail in making them feel different while you’re driving is something I haven’t felt before in a racing game. Each car has the power and traction you would feel in the real-life counterpart. A lot of details went into these cars. From the interior glare of the dashboard to the sculpted details of the car’s exterior body, each car looks fantastic.
Handling
We get into a more straightforward approach when we get down to the critical part of handling. Each car generally handles the same. The more powerful cars will have a bit of a step-out on the back end at times if you’re pumping the gas and swerving, but it never feels as though it’s not an easy correction. The handling is perfect for this type of game and precisely in line with the arcade-simulation hybrid they’ve created. The only issue I have is that drift challenges and drifting, in general, are a pain because it’s tough to maintain momentum in a turn to continue a drift. I know I’m not the only one who has had this issue, judging from gameplay commentaries and other things, so it needs to be addressed, maybe with a tutorial or some tweak. It’s not a game-breaking problem, but it makes things a bit more difficult than they have to be on tricky corners.
Customization
There are no performance upgrades in Driveclub, which would have been a perfect addition to this game. They have added visual customization, though, if you can honestly call it that. You’re not going to find a free-form livery editor like in Forza; all you’re getting here is basic preset patterns to play with and a bunch of icons and numbers to tack on. This goes with the game’s simple nature, but it would have been nice to have a little more freedom to do something unique and something that would give your car an identity. You can utilize a factory colour if you’re into something more traditional. Still, your car will stick out among all the preset designs donning every rival vehicle. A nice touch in the customization was driver customization, albeit basic. You can pick from a few different heads, outfits, and of course, the gender. I would have liked many more options to customize my car and myself, but having the option at all was nice.
Tracks
Driveclub boasts many tracks and locations that make you want to keep playing. Some settings, like Canada, India, Chile, and Norway, offer various scenery and seasons. While the scenery is beautiful and among the best I’ve ever seen in a game, it’s more of a “you can look but can’t touch” thing. The closed courses keep you inside, bouncing off any rock formation, gate, snow pile, or other obstructions your car may hit. The detail is impressive with plastic bags, leaves, and pamphlets flying across the track while you’re driving. Watch that sun, it’s just as annoying as it is in reality.
AI
The AI in the game is pretty relentless. I’m not just saying that either; they’ll spin you out, ram you, and sometimes run you off the road. While this doesn’t have as much to do with the AI as it has to do with the relatively narrow streets, it’s still something that can be frustrating at times. There is also a penalty for hitting rival cars, but it’s pretty inconsistent in execution. Sometimes I barely tapped a vehicle, and my speed was restricted for a few seconds. Other times, I smashed through every one, and nothing happened. I don’t feel the speed penalty is necessary. You already have aggressive AI, and the narrow roads restrict the space you have to maneuver. It almost feels like the game punishes you for trying to do anything outside the box.
Game Modes
The modes and options available in DC seem extremely limited to me. I know this is a racing game and more of an arcade one at heart, but I really felt like, after exhausting the single-player mode and jumping into some multiplayer races, that there just wasn’t much left to do. The social challenges are great; they give everyone something to strive for and ensure there’s always XP to obtain. There could be so much more to the social dynamic than just that. The whole game is built around a progression system. Each player’s individual XP goes towards the club XP, unlocking new cars and liveries with each level. Clubs also allow you to complete club-only challenges, where the best effort from a driver in the club is the one that wins. Overall, the idea is there, but the scope is lacking.
Conclusion
Driveclub is an entirely new game from the ground up, and it succeeds at most of what it attempts to do. This fast, beautiful racing game connects players to try to conquer every piece of a track. The challenges that each user can create will keep players coming back for a long time, even after the relatively short solo events have been completed. The aggressive AI and questionable collision penalty system are low points, but nothing that should be a deal-breaker. Driveclub doesn’t reinvent the wheel, but it deserves a chance.











