Driveclub VR Review Roundup

Polarising feedback

The reviews for DriveclubVR are very mixed, let us know in the comments what you think about it.

Metacritic Score – 65/100

The SixthAxis – 7/10

As a race loads in, you now find yourself stood next to your car on the grid. Look around you and you can see your rivals for the race ahead, but the real focus is your car. You can quite easily move to another spot and view it from different angles, open a door, sit in the passenger and driver’s seat.

Another key thing it does is allow you to adjust your seating position in the car before you start to drive. Unless it’s something more unusual or a single-seater, you can match your actual pose much better, as well as replicate what it’s like for you when in an actual car – being 6’5″, my head brushes the roof and the wheel is quite far away, though I am slightly sad that the seats don’t move with your adjustments. I’m habitually a bonnet cam racer, sitting in the car and looking out the windows and glancing at mirrors is just so intuitive, so while bonnet and follow cameras are there, the game defaults to having you in the car.

If you’re using a wheel, you get to better approximate its position, as well, which really helps with the immersion in the game. You can, of course, play with a DualShock 4 and it handles brilliantly when you do so, but really getting the best out of VR driving games requires a wheel. The driving feels more fluid and more intuitive as you do so, with Driveclub’s pleasingly generous handling model really shining under these circumstances. Make sure to turn braking assist off, if you can live without it, and you’re rewarded for precise driving, finding your turning in point, and now being able to look into corners, but you can race messily, abuse the AI and still come out on top.

IBTimes UK – 3.5/5

The smoothness of the image, presented in 60fps but effectively ‘upscaled’ to 120fps thanks to asynchronous time-warp (explained here, thankfully), is incredible. Being able to look around the cockpit, lean out the window and crash without feeling nauseous is incredibly valuable in such a high-speed game.

However, this being one of the more processor-intensive PlayStation VR titles, the visuals do suffer considerably versus high-end, non-VR driving games.

This is to be expected of all VR games due to the need to render separate images to each eye, and gives Driveclub VR the appearance of an early PS3 game. Car models and interiors are lovingly recreated, as you’d expect, but in races other cars appear blurry unless you’re nose to tail, and sometimes it’s hard to tell which way you’re supposed to turn on the few corners that aren’t well sign-posted (literally, and in the design of the tracks).

The tracks themselves can look a little threadbare if you focus on anything but the road ahead (as with most racing games) but there are some nice wider views that give them life: cruising over a Highland bridge, through snow-capped peaks or between two overhanging blossom trees. The weather effects that took so long to arrive for the original version of the game, but which were warmly received once they did, are also understandably absent.

Digital Spy – 1/5

The resolution is also a problem for checking your top speed, which, as anyone who’s played the original Driveclub will know, is regularly a criterion for achieving the full bout of stars on a particular tournament.

There’s also a strange issue with lighting in Driveclub VR. The first race in the game starts out with racing in the dusk, the sun dipped just behind the horizon and the sky turned a particularly beautiful shade of fire. However, of course you can’t actually appreciate this, because the sunset is a mere smudge in the distance and the entire vista is tarred by what feels like a dodgy brightness setting.

I personally loved the original Driveclub so am very excitied to play the VR version.


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