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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 – We’re 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. It’ll look even better in October.
  • Audio – It’s absolutely state of the art. We’re continuing to refine the authentic sounds that we have for each and every car in the game and we’re going to put together videos that focus on this.
  • Driving – It already feels great to play and we’re continuing to add further layers to the physics to make it both more accessible for everybody and more sophisticated for experienced racers.
  • Clubs – We’re making it easier for you to keep up to speed with what’s going on in your club as part of the rework on the dynamic menus. We’ve 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 game’s AI for non-player racers.
  • Cars & Tracks – More time means more staggeringly detailed cars and exciting tracks too. If you haven’t 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! We’re working closely with Thrustmaster to support their awesome wheels already and when Logitech support wheel peripherals on PlayStation 4 we’d love to support them in DRIVECLUB too.
  • The most important thing for a racing game is a locked frame-rate – whether it’s 30fps or 60fps. It’s 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 don’t have to hold back any of the obsessive visual detail in our game.
  • In DRIVECLUB every action you perform, whether that’s 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 you’ll earn new cars, which everyone in the club gets immediate access to. It’s a simple and focussed approach that allows everyone to help each other to earn more and play more.
  • The PlayStation Plus Edition hasn’t changed. It’s hardly a demo because you get access to all of the game’s 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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Member Comments
# 1 jmaj315 @ 04/30/14 10:28 PM
^ yup
10char
 
# 2 Joman66 @ 05/01/14 12:13 AM
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 10:01 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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