![]() Throwing the insanity that is a Zonda R sideways into a wide open bend at over 150mph and living to tell the tale wouldn’t happen in Gran Turismo, but Driveclub’s mechanics have no pretensions to that austere throne. Because the reason Driveclub encourages (and delivers) such speedy antics is due to a very friendly set of driving dynamics. Which seems as good a time as any to talk about the handling model. Each location offers a mix of both, plus reversed versions, for a total of 55 option. The point-to-point segments offer first-rate flowing, substantial stretches of tarmac to be tamed but even the circuit-based entries have been skilfully put together to promote momentum above all else. The chassis underpinning these many exhilarating moments is the course design. Or overtaking three opponents, two wheels off the tarmac, only to sneak your Alfa Romeo 4C back fully onto the road before a pillar messes up that sublime bodywork. There are thrilling moments to be had: inching past an opponent, afternoon sun bleaching your McLaren P1’s strikingly reflective windscreen, while a lovingly rendered whitewashed wall speeds past just centimetres from your wing-mirror. Get past the understeer-happy staples in the opening phase and the excitement ramps up in direct correlation to the boost in horsepower. There are five tiers of vehicles, including Hot Hatch, Sport, Performance, Super, and Hyper, with 10 familiar contemporary models in each. Handling – from hot hatch to hyper-exoticĪnd what action it is. There’s an organic quality to these environments – bolstered by a weather system and day/night cycles that affect the nature of the racing – which mocks the sterility seen in the Gran Turismo or Forza series and, more importantly, serves to bring you right into the action. It’s true that exceptional visuals (matched by superlative sound) are to be expected on current hardware but even so, the level of artistry here deserves highlighting, not least because it plays a vital role in the gameplay. Whether or not you’re fully exploiting Driveclub’s social factor doesn’t affect the game’s gorgeous graphics. There’s a genuine push to log in for a daily session, helping maintain its social standing, which should further intensify once you’re actually banding together with friends. But what has become clear, even when deliberately joining a club full with strangers, is the sense of responsibility once you’re part of the gang. ![]() With the servers undergoing final tweaking prior to the game’s launch on 10 October, it’s been tricky to get the full multiplayer experience going. ![]() Those points boost your driver and your club’s status, which in turn unlocks cars and livery options. Whatever you do in the game – from winning races to beating time trials to overtaking or slipstreaming rivals – earns Fame points. Their goal is “Fame”, Driveclub’s social currency. This is where six players form a club that takes on rivals and stamp their driving supremacy all over Sony’s servers. You can register for multiplayer games, take or issue challenges, or join or create a club. You can simply enter the Tour’s 52 championships (divided among five tiers and unlocked progressively) or take part in a single event (split into Race, Time Trial, and Drift) – but the game comes alive when players explore its social side. But this unfussy, intuitive entry point works perfectly for the huge range of options in store. ![]() Its simplicity belies its complexity – this seamless set-up is perhaps the main reason for the game’s rescheduled release. It’s a commendably seamless gateway that enables you to switch between the game’s single-player and social (online) events. ![]() But actually, the very first thing you notice in Driveclub is the “dynamic menu”, as developer Evolution Studios is calling it. ![]()
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