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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.





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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.
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