beware your nemesis
Blizzard spoke with us recently about what separates the Diablo III: Reaper of Souls Ultimate Evil Edition experience over the PC and spoke about platform differences. Click here!
inquiring minds
We chat with friend of the site Cameron Lee about Dragon Age Inquisition's endgame content, theorycrafting, tactical play and much more. Click here for our interview!
welcome to you're doom
AusGamers got a 15-minute live sneak-peek at the totally reimagined Doom at this year's QuakeCon. Read our in-depth first-look impressions right here!
highway to the danger zone
We caught up with The Witcher 3: Wild Hunt's game director, Konrad Tomaszkiewicz, to talk all things Witcher, monsters and open-world! Click here!
Post by Steve Farrelly @ 02:43pm 26/05/14 | 6 Comments
To simulate or not to simulate -- that's the question. At least at Evolution Studios it's the question, and where their hotly anticipated DRIVECLUB is concerned, they've attempted to reach some form of middle-ground where simulation is a dirving game is actually concerned.

Joab Gilroy recently visited the studio's home in the UK and took to the not-so-simulated wheel for a test-drive, and while on paper their mash-up might sound strange, he certainly walked away buzzing at the experience.

Click here for his full hands-on preview of DRIVECLUB.





(compare all prices)






Latest Comments
grazer
Posted 03:26pm 26/5/14
Hmm... Only cosmetic damage? Soon as I read that any "sim" cred this game may have been fighting for was lost. I'm steering well clear of this one and sticking to my iRacing team as my "Driveclub" :)
Sir Redhat
Posted 03:32pm 26/5/14
Insert Golf Pun Here


You have selected power drive!

Raven
Posted 04:14pm 26/5/14
I wonder with what force you can hit a golf ball before it explodes, or at what speed you can fire a golf ball before air/wind resistance causes it to destroy itself mid-flight.
Joaby
Posted 06:15pm 26/5/14
That's the thing Grazer, they're adamant that the game is not a simulation racer. But all the stuff they simulate means it's not an arcade racer. It's not like the last few Need for Speeds where you have a perpetual forward momentum despite the laws of physics - it's a racer with simulation sensibilities.
Khel
Posted 10:17pm 26/5/14
So who are S it trying to appeal to? Too much simulation for people who want an arcade racer, and too little for people who want a sim
Joaby
Posted 10:13am 27/5/14
To me it's like a bridge between two worlds. Like how Diablo had simplified RPG elements and simplified action combat. The RPG systems still existed in Diablo, which is why you could stack resists and find yourself doing a lot better at the game. But if you're just in it for the clicking you might eventually find yourself absorbing some of that RPG s*** along the way. In DC you can get by fine playing like an Arcade racer, but those of us at the top of the leaderboard on the day were finding a good racing line and exhibiting solid cornering discipline.

That's actually what I hate about arcade racing games - they teach players s***** habits.
You must be logged in to post a comment. Log in now!
6 Comments
Show
 
Log In
User:  
Pass:  

Advertise with Us | Download Media Kit | Privacy Policy | Contact Us
© Copyright 2001-2014 AusGamers™ Pty Ltd. ACN 093 772 242.
A Mammoth Media web development / Australian VPS Hosting by Mammoth Networks