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Showing posts with label Driveclub. Show all posts
Showing posts with label Driveclub. Show all posts

Wednesday, 27 January 2016

A Motorcyclist's Eye View on Driveclub Bikes



Games are expensive, and I'm a man of limited means and an enormous backlog. Which is why I've only just caved in and bought Driveclub Bikes, thanks to the January PSN sale. But anyway, I like it and I thought I'd get my impressions of the game from a motorcyclist's perspective onto the page. So without further ado, here are some thoughts:


First of all, there's some really precious metal on display. From Honda's seminal Fireblade to Kawasaki's insane, supercharged H2. Coolest of all, to me at least, is the inclusion of Ducati's unspeakably exotic Desmosedici. A limited production firebreathing MotoGP bike with headlights. However, it's sad to see the Suzuki's GSXR1000 (the hooligan's No.1) and Aprilia's RSV4 Factory missing from the roster. Especially when bankrupt also-ran EBR got their bike onto the list.


Away from the metal, I'm really impressed with the attention to detail. It's visible right from the moment your rider swings a leg over the saddle, kicks up the sidestand with their heel and then rocks the bike from side to side to get a feel for it. It's as if Evolution have secretly been watching me when I roll my Daytona out of the garage for a Sunday Morning ride.


The detailing carries on from there. There are flashes of biker bling everywhere. Ohlins gold, Brembo red, bare carbon fibre weave on the bodywork of Bimota's hand built BB3. There's grain in the rider's leathers. The bikes' revs rise when you lean off the outside circumference of the tyre. It all looks so good that I wouldn't be surprised to find Renthal logos on the sprockets and Pirelli written on the sides of the tyres. It feels like the details even extend to rider aids.


Modern Superbikes are very difficult for a regular human being to get the best out of. They weigh around 200KG and force somewhere in the region of 190BHP, as much power as a fairly hot hatchback, through a tyre contact patch the size of credit card into the road. In the wrong hands, that's a recipe for third gear wheelspin at full lean, slides and almost certain disaster. It's undoubtedly part of the appeal, but it's also why modern superbikes are festooned with rider aids. We're looking at stuff like ABS, lean angle sensitive traction control, wheelie control, launch control, slipper clutches, active engine braking management and quickshifters for clutchless gearchanges. The most exotic bikes come with semi active suspension too.


That's a lot of tech, and while I'm not saying Driveclub Bikes models all of it, you can see signs of some of those aids in the game. First of all, you can't lock the wheels at all, a sure sign of ABS. The game also seems to allow you to hold a certain level of rear wheel spin and slide before stopping you going any further and highsiding, just like the best traction control systems are purported to do. The most obvious sign that Driveclub is modeling a rider aid or two is the way the revs fall to bring the front wheel back to the ground when the bike wheelies off a crest - wheelie control. Which is what started me thinking about all that.


Other nice touches include the best stoppie animations I've ever seen and the way the bikes really buck about when you're reaching the limits. Just like when you see the best racers in the world wrestling with their machines in the MotoGP. The bikes all sound appropriately angry too.
Despite all this, Driveclub Bikes is not a simulation. For a start, there's a massive surfeit of grip, particularly in the rain, which allows you to brake really hard at full lean. Something you don't want to do on a real bike if you want to stay on the back of it. There are a couple of other gripes too, like how the AI seems to be quite slow, and I can't find a way to adjust their difficulty to speed them up. It's really easy to just ride away from the pack. Also, it's next to impossible to fall off unless something goes really wrong. Most annoying of all is how it's possible to go all the way down the gearbox, through first and accidentally into neutral. Something that is almost physically impossible to do on a real bike unless something is horribly broken. The biggest issue though is that the bikes all feel a bit samey, which I believe is down to the handling model.


For all it's faults as an actual racing game Tourist Trophy on the PS2 is still probably the best approximation of real bike handling in gaming. This is because Polyphony understood that real bikes steer not because you move the bars, but because the rider shifts their weight in the direction they want to turn. TT's handling emulates this, and it feels like you control the rider rather than directly controlling the bike. Weird though it may sound, my thought processes when I'm riding my Daytona feel very similar to when I'm playing TT. Tourist Trophy's handling model makes it's bikes turn gradually and look more natural than Driveclub's bikes, which tend to look and feel like they're just flopping left and right. Driveclub isn't the only bike game to feel like this, but I was hoping we could have moved past that by now, if only because it looks a bit naff. It's much more difficult to ride the kind of smooth lines that make good laptimes with Drivclub's bikes than it is with Tourist Trophy.


Still, Driveclub Bikes is a straight up arcade racer and when you take it at face value as one, it's excellent. The bikes are outrageously fast, and when you're scything through a complex of corners, inches away from the walls, it makes you feel like a road racing god, cast white hot from the mould of Guy Martin, Ian Hutchinson or Michael Dunlop. When the elements come together like that, all of the gripes fall away and you're left with an exhilirating ride. Just like the very best real world superbikes. Driveclub always felt like the natural heir to Project Gotham 4's arcade racing crown, and with the arrival of the superbikes, that feeling has never been stronger. Driveclub Bikes isn't quite the Bike racing sim I was expecting, but it turns out that it's an excellent Bike racing game. I like it a lot.


It's not quite as good as Road Rash II though...

Saturday, 7 November 2015

Join the DriveClub

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I got the DriveClub platinum, and frankly it's a bit of a surprise, because I hated DriveClub for a long time. I hear you ask, why did you buy it if you hated it, and how did you end up with a platinum trophy for it?

The honest answer is that I ended up with DriveClub because it was that or Destiny when some cheap PS4 bundles came up earlier in the year. I figured that despite the middling reviews, I'd probably enjoy it more than a multiplayer focussed FPS that I had zero interest in. That was the idea anyway. I played the first leg of the tour mode, and wasn't impressed. Driveclub felt bland. To my eye, it looked constantly washed out and flat, barely any better than WRC 4 on the PS2 (still Evolution Studios' high point). I adjusted my TV's settings to no avail. Of course, I'm not one to dismiss a game on it's looks, but it played pretty badly too. The drift model was utterly terrible for a start, but as I played, I encountered overly aggressive AI and random difficulty spikes. I put the game down, and downloaded Oddworld: New n Tasty, Hotline Miami, and Hohokum so that I could play something fun on my expensive new console.

Something kept pulling me back to DriveClub though. It was a game that I really wanted to enjoy, but I'd end up quitting after an hour and staying away for a few weeks. It was like the game was actively trying to make me hate it. Let's put it this way, I was glad that it was a pack-in and that I hadn't paid for it.

If ever there was an advert against releasing an unfinished game, DriveClub is it. Conversely, if ever there was an advert for constant patching and expansion of a game, DriveClub, weirdly, is also it.

Every time a new patch came down, I'd try the game again. Surprisingly, DriveClub got better with every one. It was barely noticeable at first, but the turning point for me came when the drift model was tweaked. Suddenly I was able to carve long, graceful, tire-smoking arcs through the Drift events that had given me so much trouble in the early days. DriveClub was beginning to become enjoyable. Then came the changes to the amount of friction the off track areas had, meaning that a slight mistake no longer meant an instant spin and a restart. I played a little further through the tour until I stopped enjoying it again. The game really got it's claws into me after the release of the patch coinciding with the Unite in Speed DLC pack. Somehow most of my grievances about the game had been polished away, and I devoured the remainder of the on-disc content, getting all of the tour stars in the process. The game still looked pretty boring though.

Once the tour was finished, I was happy with what DriveClub had become and the time I had spent with it. I thought I was done. Then I looked at the trophy list. I was six trophies away from the platinum.

Bugger.

I used my Fiance's profile to get the challenge trophies, but there was no way I was getting the progression trophies without spending more hours playing the game, which was something I was unwilling to do.

Then something amazing (or terrible) happened. The price of the season pass dropped to a tenner. Now, I've always been against DLC for the most part. Especially if it's announced before the release of the game. If you're announcing DLC before its parent game is out, there's no reason why it can't be in the game on release. But that's a rant for another time. With my judgement clouded by the desire for the platinum trophy, I counted up the events in the DLC tours and realised that there was more content in the DLC than in the actual game. I was effectively getting a whole extra game for a tenner. And I hadn't technically paid for the main game. I hit the buy button.

Playing the DLC, there was no doubt in my mind that a lot of it should have been in the game on release. Particularly the dynamic weather. And if Evolution had another 12 months to finish making the game, it probably would have been. But the expanded content bought DriveClub to life. The loose themes of each tour pack gave the game the personality it so desperately needed and the weather turned a bland looking world into one that is simply gorgeous.

Run a race at dawn in the rain. Watch the world turn gold as the sun comes up. Watch the light stream through the trees and reflect off the puddles. Look at the rainbow over the castle. You won't find anything in gaming much prettier than that at the moment. I'm painting with broad strokes there. The little details really sell it. Headlights from the following cars reflect in rear view mirrors. Water streams across your windscreen as you change direction. Brake lights refract through the water on the lens of the chase cam. Every light you can think of reflects off the road. Spray kicks up as you hit standing water. The world turns momentarily blue when night-time lightning strikes. Light snow touches the bodywork of your car and melts.

What I'm trying to say is that DriveClub has become a joy to look at as well as a joy to play. I spent weeks playing through all the new stuff, and at the end of it all I was only a short grind away from the platinum. This is exactly the kind of trophy hunting I like. Trophies gained by playing through everything the game has to offer, rather than arbitrary tasks that you'd never do in the course of normal gameplay.

With the short grind done (only an hour), and my platinum in the collection, I was done. Over the course of the year, and thanks to many patches, DriveClub has metamorphosed from a game that was at best mediocre into an excellent one that I would recommend to any racing game fan. In fact, I'd go so far as to say it's the sequel to Project Gotham 4 that we never got. It's that good. So try it. Pick it up on the cheap, get the season pass and you have hours of fun on twenty-five quid, and a fairly straightforward platinum to boot.

The only problem for me now is that Evolution went and added motorbikes just days after I thought I was finished with DriveClub. There's some seriously exotic metal in there that really scratches my biker itch. There's a fresh platinum too.

Here we go again.