DriveClub News Post

The official PlayStation Blog has posted some new Driveclub details (check out the new screenshots here) and the producers have answered quite a few questions in the comments section of the article. I'll list some tidbits below, but you can read the entire article here.
  • Visuals Were constantly improving how stunning the game looks as we continue to optimise visuals and find new ways of pushing the PS4. You can see for yourself how it looks right now in the latest video we shared yesterday because all the footage was captured on PS4 from the game. Itll look even better in October.
  • Audio Its absolutely state of the art. Were continuing to refine the authentic sounds that we have for each and every car in the game and were going to put together videos that focus on this.
  • Driving It already feels great to play and were continuing to add further layers to the physics to make it both more accessible for everybody and more sophisticated for experienced racers.
  • Clubs Were making it easier for you to keep up to speed with whats going on in your club as part of the rework on the dynamic menus. Weve also tweaked clubs to support up to 6 players instead of 12 (because the game is more fun with tightly-knit clubs and it paves the way for awesome 6 on 6 club races).
  • Tour The difficulty curve for the campaign mode is becoming even smoother as we continue to optimise the vehicle handling and also refine the games AI for non-player racers.
  • Cars & Tracks More time means more staggeringly detailed cars and exciting tracks too. If you havent already, check out the Ferrari in the video released yesterday. There are loads more exciting cars for us to reveal in the coming months.
Game Director Paul Rustchynsky comments:
  • We love racing wheels! Were working closely with Thrustmaster to support their awesome wheels already and when Logitech support wheel peripherals on PlayStation 4 wed love to support them in DRIVECLUB too.
  • The most important thing for a racing game is a locked frame-rate whether its 30fps or 60fps. Its vital that every controller input you make is consistent and also equal for all drivers. We chose a locked frame-rate for this very reason and with 30fps we dont have to hold back any of the obsessive visual detail in our game.
  • In DRIVECLUB every action you perform, whether thats drifting in style, reaching insane top speeds or drafting an opponent to set up an overtake, you earn FAME.

    When you earn enough fame you level up and when you do you unlock new cars to race with! The same goes for you club. When your club reaches specific levels youll earn new cars, which everyone in the club gets immediate access to. Its a simple and focussed approach that allows everyone to help each other to earn more and play more.
  • The PlayStation Plus Edition hasnt changed. Its hardly a demo because you get access to all of the games features online and offline. The difference is that you only have 10 cars and you can only race in one country (which gives you access to 5 tracks with 11 distinct variants).
Source - PlayStation

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Game: DriveClubReader Score: 8/10 - Vote Now
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Member Comments
# 1 jmaj315 @ 04/30/14 09:28 PM
^ yup
# 2 Joman66 @ 04/30/14 11:13 PM
Depending on the loss of detail to FPS ratio.. I wouldn't of been bothered with some detail loss for 60 FPS.
# 3 BigBadTom @ 05/01/14 09:01 AM
I think racing is a unique genre that almost demands 30 fps whenever possible. But I am also disappointed that they didn't reach 60fps as they aren't forced to cross develop with the XBone, which should make the dev process easier. Should probably used a better game engine

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