The number sounds a bit anemic for an arcade racer. Since people keep trying to compare this to PGR, PGR3 had multiple times that number. At least 3-4 times.
Aaaah reverse mode .. I remember playing 'Mirror Mode' for the first time...
Thank you DC ... pre-ordered
Considering they already rendered these large environments, it'd be great if Evo gave us a course creator as DLC.
As far as point-to-point racing goes I just hope I can reset back to the start to race it again in the quickest possible time.
25 is pretty good actually.
It's 24 more than a certain other racer.
Heh, took me a while. I'm assuming that's just a lighthearted/non-serious jab.It's 24 more than a certain other racer.
Not a path that's out of the question or for some reason not applicable to Driveclub either, though. The advantages far outweigh the disadvantages of creating these sorts of tunnels of experience. Most notably, you get more content in the form of tracks from sharing assets, and the sharing of assets also sort of makes you feel like you're racing in the same place.Comparing virtually any racer to PGR for track count is a little unfair. Those games had cities modelled, with tracks then created by blocking sections off. It's pretty much impossible to match its course count without going down a similar path.
They've said we can restart races in a matter of seconds. Initial load time of races are around 10 seconds.
Sounds good to meThey said it's a couple of seconds. I've seen tracks load in 10 from scratch (and that includes the track flythrough)
There will probably be many tracks on the go at once, though.That's highly unlikely. I remember their mentioning that it takes several man months to design 1 track. My guess would be a new location (5 unique/11 variations) every 3 months.
EDIT: On second thoughts, even that seems unlikely. DLC would probably not have 5 unique tracks per location, like the main game. Just a hunch.
Not a path that's out of the question or for some reason not applicable to Driveclub either, though. The advantages far outweigh the disadvantages of creating these sorts of tunnels of experience. Most notably, you get more content in the form of tracks from sharing assets, and the sharing of assets also sort of makes you feel like you're racing in the same place.
I guess dynamic lighting in Driveclub makes it a bit more understandable.
There will probably be many tracks on the go at once, though.
I mean IW said a COD map takes 6 months to produce from start to finish, and they pump 4 of those out every 2-3 months.
Yea.. after the whole GT5 "variations" fiasco, I take track lists with a grain of salt.25 distinct courses is pretty excellent. When I heard 5 regions, I was nervous that it could signal some "creative" labeling to hide a more limited variety.
Maybe in terms of how it plays, but in lacking cities I struggle to regard it as a successor.I hope one race track is based on the ring.
Would be a dream come true and cement this as the true successor to PGR it's shaping up to be.
Ridge Racer?
Heh, took me a while. I'm assuming that's just a lighthearted/non-serious jab.
, right?Horizon 2
Edit: Actually I have no clue, haha.
Maybe in terms of how it plays, but in lacking cities I struggle to regard it as a successor.
Hopefully in Driveclub 2...
Close, but no cigar.
Yup. Wouldn't be a DC thread without at least one mention of the other racer.
There's always DLC. That's my hope at least. Some DLC based in Monte Carlo, London, New York, Japan.
Do it, Evo.
I wonder if they have plans for customization in point to point?
Would be nice.
The game reminds me of PGR4. Didn't PGR4 have 10 locations and 100+ tracks/variations...it's been a long time since I played it.
DLC will probably roll in a lot.
25 distinct courses is pretty excellent. When I heard 5 regions, I was nervous that it could signal some "creative" labeling to hide a more limited variety.
5 unique tracks per location
Yeah, PGR4 had over 102 tracks.
The original MSR on Dreamcast had like close to 200+ tracks in the game, if I remember correctly.
None of them counted reverse tracks as part the total.
I hope one race track is based on the ring.
Would be a dream come true and cement this as the true successor to PGR it's shaping up to be.
Wow, PGR4 had 102 unique tracks? That's insane. :-o
Including reverse tracks is an interesting way to artificially boost the track count, I don't think I've seen devs do this before?
Nope, these were road circuits. Race tracks are something different.We have actually seen a racetrack. From videos and its also what I played on, pre-PS4 launch.
We have actually seen a racetrack. From videos and its also what I played on, pre-PS4 launch.
EDIT: And no, it wont be real racetracks obviously. They just mean 'circuits', where you can do multiple laps of.
Is this weird gaf humor again? Reverse tracks have been in games for decades. Only reverse real world tracks have been omitted for licensing reasons.
It's a very different kind of racing experience though imo. PGR games were full of right angle corners and U-turns as a result of being built around a city layouts. The types of tracks we've been seeing in Driveclub were basically non-existent in PGR outside of Nurburgring. You end up with a rather different game in the end.
It's actually one of the main reasons why I don't think the game can offer that close of a PGR-like experience. Where PGR/MSR were set was equally important to its graphics or handling, and more important than weather (which didn't exist in any other than PGR4).
PGR1 and PGR2 both had weather. Heavy rain, light rain, wet, fog, just no snow.
Well aren't I getting old... I've managed to complete forget it in either.
The number sounds a bit anemic for an arcade racer. Since people keep trying to compare this to PGR, PGR3 had multiple times that number. At least 3-4 times.
Wow, PGR4 had 102 unique tracks? That's insane. :-o
PGR/MSR take place in several cities. A road is blocked, a corner or two are changed, and bam, you got a totally new "unique" track.
By the same token, you can have two (or more) tracks that barely overlap built within that one city. My guess is that's some of the structure we'll see with the 5 regions for DC. I'd call that a good thing.
Upon reviewing track counts of some other games I got bored of, I retract my previous statement about it being anemic, I think 25 is just acceptable. 10-15 ends up being a bit struggle, especially when the games try to create some variety with only a few tracks to work with.It's a very different kind of racing experience though imo. PGR games were full of right angle corners and U-turns as a result of being built around a city layouts. The types of tracks we've been seeing in Driveclub were basically non-existent in PGR outside of Nurburgring. You end up with a rather different game in the end.
It's actually one of the main reasons why I don't think the game can offer that close of a PGR-like experience. Where PGR/MSR were set was equally important to its graphics or handling, and more important than weather (which didn't exist in any other than PGR4).
I also agree with you that it's a bit of a different experience they're going for (which is also reflected in their selection of vehicles). I just don't want Forza-esque situations where you want to kill yourself because OH ITS ROAD AMERICA AGAIN, JUST MORE LAPS THIS TIME.
Motorstorm had 3-4 routes that get you to the same end throughout the mapI don't have any frame of reference for how many tracks that is. Put it in Burnout Paradise or Motorstorm terms. Or DBZ terms. Are P2P tracks usually dramatically different in reverse? Those are the ones I'm more excited for. Dunno why, either.