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DriveClub (Evolution Studios/PS4) announcement trailer. [PS3 WHEELS ARE SUPPORTED]

GrayFoxPL

Member
I'm setting myself up for appointment.

iJEhvyXpp02BD.gif
 

Racer1977

Member
Given their WRC heritage, I'd like to see a couple of new locations that show off the dynamic lighing, and slower, twisty stages, something you can get your teeth into, rather than flat out blasts.

Let's say a stage in southern Italy, with sun so bright it almost blinds you, reflecting off rock faces, dust being thrown up etc. We also need to see something akin to Col de Turini, complete darkness, driving by the lights, hairpins, big drops and such.

One more vote too for some slower cars, sub 400bhp, and classics, particularly iconic stuff from the '80's like the F40, RS200, Quattro Sport etc. Being a UK dev, I'm hoping they take inspiration from the likes of Top Gear and Evo magazine, compliment the supercars with something a little different that appeals to the knowledgeable car enthusiast, stick a Catherham in there, a Morgan 3-Wheeler, some old & new hot hatches.

GT & Forza have shown evenly matched, low powered cars, can provide great fun.

Finally, let's not get bogged down in the 60fps debate again, this is afterall a simcade driving title, let's give Evolution Studios the opportunity to blow our socks off. It's not as if they've been shy in telling the world how much talent they have in their studio, or how their tech & graphics will be a benchmark for next-gen.
 
GT & Forza ave shown evenly matched, low powered cars, can provide great fun.
Forza Horizon shows the same. I think that game is just about perfect with class C cars. Anything faster and its much harder to deal with winding, off-camber roads that you'd find in more open world-ish environments.
 

BWJinxing

Member
The BAC Mono closeup, the push rod suspension looked static, graphically still pretty, hoping the subtle details will be fixed by release.
 

sunnz

Member
I second slower cars too.


I put probably like 50 or 60 hours into GT5 and at least 80% of that was online racing with shuffle races, were it's random evenly matched everyday common cars.

SO fun and intense.
 

Korezo

Member
Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.
 

nib95

Banned
I would also like some slower cars. Not necessarily Yaris's and Focus's, but definitely C class and A class cars like RX8's, 370Z's, GTR's etc.
 

golem

Member
Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.
There's an E92 in the game.. Does anyone know the total amount of cars expected for launch?
 

evolution

Member
I was never a fan of the high powered exotics. I prefer the slower yet still fun to drive cars. The Rx7s, evos, imprezas etc. They were all I played in pgr. It would be nice if driveclub showed them some love.
 

Shaneus

Member
I was never a fan of the high powered exotics. I prefer the slower yet still fun to drive cars. The Rx7s, evos, imprezas etc. They were all I played in pgr. It would be nice if driveclub showed them some love.
Unsurprising, given your username and avatar ;P
 

Guymelef

Member
Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.

Rather than real-world tracks, Driveclub offers fantasy ones that twist and turn around recognisable real-world locations.

There's an E92 in the game.. Does anyone know the total amount of cars expected for launch?

Arround 50 cars.
 

Racer1977

Member
Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.
It's real world locations, some places you'll do laps, others are point-to-point, but I don't think there'll be actual race tracks.

The Scotland setting in the E3 demo gives me hope DriveClub is going to have some of the locations shows and magazines test their cars. More naturalistic, they may not necessarily look great in stills, but in motion, you get that real world feeling, resulting in replays that resemble the famous tracking shots you see in Top Gear.

Some scoffed at them talking about using realistic foliage, but this is where it can come into it's own. Natural, uncluttered, photo-realistic locations, this should be the target, not the generic ferris wheel, hot air balloons and gaudy colours so many racers go down.
 
Given their WRC heritage, I'd like to see a couple of new locations that show off the dynamic lighing, and slower, twisty stages, something you can get your teeth into, rather than flat out blasts.

Let's say a stage in southern Italy, with sun so bright it almost blinds you, reflecting off rock faces, dust being thrown up etc. We also need to see something akin to Col de Turini, complete darkness, driving by the lights, hairpins, big drops and such.

One more vote too for some slower cars, sub 400bhp, and classics, particularly iconic stuff from the '80's like the F40, RS200, Quattro Sport etc. Being a UK dev, I'm hoping they take inspiration from the likes of Top Gear and Evo magazine, compliment the supercars with something a little different that appeals to the knowledgeable car enthusiast, stick a Catherham in there, a Morgan 3-Wheeler, some old & new hot hatches.

GT & Forza have shown evenly matched, low powered cars, can provide great fun.

Finally, let's not get bogged down in the 60fps debate again, this is afterall a simcade driving title, let's give Evolution Studios the opportunity to blow our socks off. It's not as if they've been shy in telling the world how much talent they have in their studio, or how their tech & graphics will be a benchmark for next-gen.

Upvoted.
 

Afrikan

Member
So Bestbuy emailed me and is trying to get me to load up on stuff before the PS4 release..either way I visited their website and browsed and found this pic... its small/low rez and I'm sure HaterGaf will jump to conclusions, but you get a good look at the draw distance and I personally like the creek that you drive over.


The Special RUF RT12 R
RT12RImage.jpg


this is from a preorder bonus.

looking forward to tomorrow's new footage.
 

VanWinkle

Member
So Bestbuy is trying to get me to load up on stuff before the PS4 release..either way I visited their website and browsed and found this pic... its small/low rez and I'm sure HaterGaf will jump to conclusions, but you get a good look at the draw distance and I personally like the creek that you drive over.


The Special RUF RT12 R
RT12RImage.jpg


this is from a preorder bonus.

looking forward to tomorrow's new footage.

Do we know if we'll get new footage? I am just expecting screenshots. And by that, I mean cinematic shots. Or, if footage, cinematic style footage like all the ones we saw that looked great. Not gameplay, which thus far has been underwhelming.
 

KOHIPEET

Member
So Bestbuy emailed me and is trying to get me to load up on stuff before the PS4 release..either way I visited their website and browsed and found this pic... its small/low rez and I'm sure HaterGaf will jump to conclusions, but you get a good look at the draw distance and I personally like the creek that you drive over.


The Special RUF RT12 R
RT12RImage.jpg


this is from a preorder bonus.

looking forward to tomorrow's new footage.

Nice screen, I hope it's true and not some photoshopped crap. I wonder how deep the're going into customization, I mean "painting" by using touchpad could be awesome.

even though most people would just use it to draw penises onto their cars
 
Rushy, if you are listening, please don't listen to this guy and let people play in whatever viewpoint they want. PRETTY PLEASE.

Oh don't get me wrong, I still want those modes in the game, I just want some footage from inside the cockpit. People only ever seem to record outside of it, and that's just daffy. If they want to wow people with the visuals, they need to do it from inside, it just has more punch. Every racing game looks meh to me in third person regardless of how much they've got going on under the hood.
 

Shaneus

Member
Nice screen, I hope it's true and not some photoshopped crap. I wonder how deep the're going into customization, I mean "painting" by using touchpad could be awesome.

even though most people would just use it to draw penises onto their cars
Stab in the dark: It'll be about as deep as something like GRID 2 or PGR4. Choose basic colours and a pattern, maybe a premade vinyl or two (or maybe make your own, but only one to use as a team emblem) and that'd be it. I don't imagine it getting too complicated, just enough to be able to separate one team from another.
 

Mik_Pad

Banned
Stab in the dark: It'll be about as deep as something like GRID 2 or PGR4. Choose basic colours and a pattern, maybe a premade vinyl or two (or maybe make your own, but only one to use as a team emblem) and that'd be it. I don't imagine it getting too complicated, just enough to be able to separate one team from another.
The customization in Motorstorm Apocalypse was more deep than that, but with more "real" cars I guess it is more complicated therefore less customization :/
 
The mountain we're driving up is two kilometres high. In the distance, a patchy landscape of tea plantations and scrublands stretches out toward the horizon. Above us, bulbous clouds crawl by, scattering vast grey blankets of shadow.

The Audi R8 V10 weaves its way through snaking roads, the sun occasionally glinting across the windscreen, the crumbling surface almost palpable beneath the tyres. This is India, accurately and rather epically modelled into a racing game. At this height, at the very tip of the mountain range, the artists have had to think about the curvature of the Earth, and how this will affect sunlight and cloud patterns at the furthest reaches. This is where game visuals are going.

While we've known for months that DriveClub would take place in locations around the world, Evolution has only really showed Scotland so far – but while visiting the studio recently, we also caught glimpses of the impressive Canada and India environments. The art staff did what art staff do on racing games: they went on months of field trips to research architecture, geography and habitats, the difference is, they seem to be trying to cram all of it into the game.

Everything is then lit via a true 24-hour day/night system, rather than a baked in sequence of pre-set lighting changes. "We've developed our own capture technique so the lighting in shadow, the lighting in direct sunlight and the way the car highlights fall off over distance – they all maintain proper energy conservation values," says Perkins. "We had to redesign our entire materials system – how we actually collect the information; it's much closer to the process you'd have on a film set for compositing CG elements into a live action image."

"None of the direct light or shade is faked anymore," says Perkins. "It's at the point where you can see things like dynamic lens flare when you look at the sun and you can see a bit of chromatic aberration because we're mimicking slightly cheaper film lenses to capture deliberate imperfections that will make the game more lifelike."

But there is more to it than simply making nice effects. It's about using environmental lighting to build atmosphere on a macro level. "One of the big things we're trying to do with the game, is to keep things as dynamic and changeable as possible," says Perkins. "The whole look and feel of the game changes dramatically based on the cloud covering – there's massive variation every time you play. And the light scatters properly, so when the clouds are injected into the scene, we get a real sense of scale."

What's interesting is the increasingly close interplay between audio visual fidelity and car handling. In the first-person view, the head movement of the driver is designed to convey the feeling of what the car is doing beneath you. The team has apparently spent a long time working on tyre feel, the tactile input from skidding along tarmac, the imperfections of which are procedurally generated.

There are also intricate audio cues on what the tyres are doing, leading to demands for more memory from the audio designers. As game director Col Rodgers explains, "The tyres of hundreds of different states, we know exactly what they're doing at any one time, and obviously the audio guys want to replicate that as much as possible, which means upping the amount of samples. Audio feedback is a massive part of the handling experience, a lot of people forget that."

As for the handling model itself, the game director overseeing handling, Paul Rustchynsky, says his team includes ex-staff from the Gran Turismo, Project Gotham and Grid 2 all working on the feel of the drive. From our demo session, the aim seems to be upper-end arcade; cars are mostly sturdy and corner well, but they can slide out enthusiastically if the line is missed. For me, the effect is somewhere between Forza Horizon and, say, Need For Speed: Most Wanted.

.
 

NotSaladin

Neo Member
I'm looking forward to seeing some newer footage on this game and I hope to get some hands-on time with their latest build at Gamescom.
 

Shaneus

Member
Somewhere between Horizon and Most Wanted = PGR4. :D

Also, ex-PGR guy most likely Ged Talbot. Fake edit: Just having a quick look on LinkedIn (my old, stalkery friend) I noticed there were a number of people on DriveClub who aren't listed as working for Evolution. So even though GT is the main guy people know as ex-Bizarre, it looks like there are probably another 4-5 from there who are working on DC.

This has me excited. VERY excited.

FWIW, Ged did the following at Bizarre:
QA lead on MSR.
"Production" on PGR1.
Vehicle handling lead *and* on the design and balance team of PGR2 (VERY big qualifications here)
One of the many "leads" on PGR3
*Sole* lead designer on PGR4 (my favourite, so another big tick)
and was just listed as "staff" on Blur, but that could mean anything.

Hype++
 

Megasoum

Banned
I really wish a mod would edit out the PS3 wheel support part in the topic since it was never actually confirmed.

All the devs said was that they will try to support all the wheels that are supported on the PS4 but we never learned what wheels the console will support.
 
It all sounds great on paper. We'll see how the game turns out.

It should be incredible if they can nail the polish. Lighting is extremely important with racing games, which makes me happy that they've dropped pre-baked lighting. Even in the early build that aspect of the game looks really good, so it's just a matter of them polishing up everything around it. Now it's just a matter of them polishing up everything around it. Luckily we don't have too much longer to wait to see the newest build.
 

Racer1977

Member
More people need to read that Guardian article, I found it quite insightful, even without new screenshots or footage, you get a better sense of the scale the devs are aiming for.
 

Raymo

Member
WHAT? Is this game going to come out 40% complete or something???

My guess is they put time in to make one playable demo and they have been using that since e3. There will be a new one at gamescom, but to keep putting them out takes away from development, so that's why we have only seen one so far.
 
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