Can you elucidate?
Why are you expecting sim game? They always described it as arcade game.
The most you can expect is "simcade", arcade game that conveys the feeling of each car but with stremlined gameplay elements that enable everyone to have fun time driving and crashing around. So far all signs point that it will have more sim-handling elements than for example Forza Horizon series, but still it will be far from serious sim physics.
it's really disappointing that the game does not have a replay mode.
What's the reason ? they used all the ram available instead ?
Well that's where I disagree; but I will reserve that thought until DC is released. FH2 has pretty much all the physics optional settings running from F5; meaning sim steering, traction controls, ABS, clutch manual, damage types/cosmetic or realistic. Only missing tyre wear I believe.
You can fully tune your car with exactly the same menu you would use in F5. Meaning full control over tire pressure, toe, camber, suspension stiffness, ride height, spoiler angles, tire sizes etc. at least this is what I saw in the demo. Everything operates at 30 fps though. Driving certain cars you do get the feel of sim as long as you are on the road. Off-road, well realistically no car can off-road like that.
I've driven enough track to see what happens when you go off the road and into the field. Your car is done, it's not like we're driving on putting grade grass lol.
Ok, thanks. Understanding that I'm not sure I agree. The lines distinction between pure racing sim and more 'arcadey' driving has been blurring for years, particularly in respect to a logical (if not wholly realistic) physics. GTA V offers a good 'playground' in terms of experimenting with car physics and handling, i.e. weight distribution, F/R/4 drive, traction, torque, brakes, engine, materials etc. Even if not wholly realistic, there is a logical consistency about how these different aspects interact and affect each other.Basically my feel is that if you make a game that is light on game code you can do a lot more graphics wise. If there is no compromise at all, and what we are seeing is real gameplay and not replay mode then what they've achieved here is ground breaking in terms of whatever setup they've used. I expect a lot of other developers to follow suit in this case.
To me, simulator (Gran Turismo, tag line "real driving simulator") implies a game that does the best job possible in accurately recreating vehicle handling and performance in an environment.I dont get what people mean by racing sim.
This discussion was held here.I dont get what people mean by racing sim.
I dont get what people mean by racing sim. I have never played a console racing sim in my life. I mean, yeah.. there exists games that do some simulation of real world physics but nothing advanced like rFactor for example, especially in the setup department. But games like that have monster learning curves and are very unforgiving if you screw up. Thats not the point of console quasi-racing sim games like GT/Forza because they are designed to move units at retail.
It's been a traditional weakness with Evolution studio games. Their explanation for Motorstorm if I recall correctly was actually quite plausible, namely that they use complex particle and collision physics that wasn't 100% deterministic and hence couldn't be properly replayed.
I'm not sure however that there are that kind of physics in DriveClub, but the engine may still be based on the same logic, if you will. Or, also not unlikely, because they haven't written a replay mode forever, it was too much work to start on that from scratch now, given the time issues they already had.
On many occasions in live demonstrations they have paused the game then proceeded to do a walk around of the environment. So I guess replay angles wouldn't be an issue, maybe its a time/priority issue.
When they first unveiled DC a little over a year ago many people including myself were of the "eh it looks ok" opinion compared to now where its almost universal, "WOW, this is the best looking racing game I have ever seen and its not even close". What a difference an extra year of development time makes. That's my reasoning anyway as to why it doesn't have a replay mode.
Well of course it's not! Just like no FPSes have anything in common with real life shooting people. But as far as simulacrums go, a realistic sim racer with a FF steering wheel gives a reasonable approximation.Up to now, I never experienced a driving game that has anything to do with real live driving...
I had my doubts, but after re-watching the compressed 720p videos of the beta using the share button, I think it's very possible that these are gameplay videos of the final build. This is the first time we've had HQ footage since months ago (E3? Maybe even longer ago).Looks great but no way is the image quality going to be this good, this is a huge step up from their previous videos. Downsampled replay IMHO. Happy to be wrong though.
Aw man that Norway snowy track really blew me away, it shows games like KZ and Infamous aren't even scratching the surface of what's possible on the PS4. Does anyone know do we get the Photomode via Day one patch?
Well of course it's not! Just like no FPSes have anything in common with real life shooting people. But as far as simulacrums go, a realistic sim racer with a FF steering wheel gives a reasonable approximation.
Lyseboth footage looks downsampled..lol /jkHave to agree with you, looked really good, but the snow banks could be a bit higher
More like this maybe
https://www.dropbox.com/s/nyx3us182mzplia/Photo 17.05.12, 15.36.29.jpg?dl=0
Or this
With this and Horizon 2, this is going to be a great time to be a car game fan