PlayStation DriveClub

^São estilos de jogos diferentes. O DriveClub é algo dentro do estilo de um PGR ou Forza Horizon e como tal, acho que não faz grande sentido compará-lo com um Forza Motorsport.

Não, não faz, mas na nada deixa de ser estúpido um jogo de simulação não ter aquelas duas coisas nos dias que correm e pelas notícias que têm saído não irá ter tão depressa.
 
^São estilos de jogos diferentes. O DriveClub é algo dentro do estilo de um PGR ou Forza Horizon e como tal, acho que não faz grande sentido compará-lo com um Forza Motorsport.

Tenho lido muito na net pessoas a compararem este jogo com o Forza e sem sentido nenhum!

Hoje saiu mais esta entrevista: Perfecting car creation & why only Driveclub 2 will be prettier

“PS4 packs a huge amount of graphical grunt. You’ll not see vistas like this on this generation again – actually, maybe in Driveclub 2″
:)
 

Era bom que fosse 60 FPS mas também se não for não vejo o problema,. Mas já não deve faltar muito para aparecer ai o "especialista" a dizer que a PS4 não consegue correr jogos a 60 FPS.

O facto é que jogos como Forza Horizon e PGR correm a 30 FPS e são dos jogos mais amados pelo pessoal la do outro lado. O motorstorm se não estou em erro também corre a 30 FPS.
 
Era bom que fosse 60 FPS mas também se não for não vejo o problema,. Mas já não deve faltar muito para aparecer ai o "especialista" a dizer que a PS4 não consegue correr jogos a 60 FPS.

O facto é que jogos como Forza Horizon e PGR correm a 30 FPS e são dos jogos mais amados pelo pessoal la do outro lado. O motorstorm se não estou em erro também corre a 30 FPS.

LOL, bolas estava a comer, ficou tudo cheio de migalhas :D

Já agora vai haver uma nova demo na Gamescom. 30/60 desde que o gameplay esteja bom, para mim é o mais importante.
 
LOL, bolas estava a comer, ficou tudo cheio de migalhas :D

Já agora vai haver uma nova demo na Gamescom. 30/60 desde que o gameplay esteja bom, para mim é o mais importante.

Sim parece que vão levar uma build mais completa para a Gamescom, vamos a ver se existe muita diferença para que mostraram na E3.

Já agora desculpa lá as migalhas pá! :-D
 
2 artigos sobre o jogo, vale a pena ler pois permite perceber melhor a visão que os Devs querem tentar atingir com este jogo.

http://www.theguardian.com/technology/gamesblog/2013/aug/02/driveclub-ps4-social-gaming-playstation

DriveClub is a game about gangs. Participants can join or form driving squads of up to 12 players, before competing in a huge range of tournaments and competitions – some set by the game, some organised and promoted by the groups themselves. Winning events provides 'fame' – the familiar racing sim take on XP – and this allows your team to access better vehicles and races. You can only be in one club at a time, although you can elect to transfer your allegiances whenever you like – and once you've joined a club, you get a share in their winnings, and the benefits of their current level. Plus, talented players can be headhunted by rival teams via the game's built-in messaging system, so things are going to get pretty heated. The concept is simple: everything and everyone is connected.
"Before PS3 launched, the number one game every Christmas was a racing sim, usually Need For Speed, it almost became cliche," says Southern. "Then, over the console's life-cycle, the shooter took over. We did some research with the Sony guys in the US and we found that people moved from racers to shooters because, when they played together online, they didn't like it when only one person could win. Squad-based shooters really nailed that, especially the first Modern Warfare where you could really feel a sense of reward; you could level up and unlock abilities even if you were hopeless. As long as you were in a group of people where at least some of them were doing well, you made progress. We wanted to nail that with DriveClub, we wanted people to feel it was worth racing, even if they never crossed the winning line first."
DriveClub isn't a social game in the sense we have come to know it. The idea is, it's a game that invites you to join a community. And perhaps the most important part of this is that there is no plot, no over-arching narrative for everyone to contribute to. The story is you, your club and your progress. It will be fascinating to see how that works, and whether it points us to a new era beyond wonky matchmaking services and anonymous lobbies. Evolution believes it will.
"The fundamental idea was to make it into a form of social media for racers," says Rodgers. "Rather than having a strict fiction that we lead you through, what we want to do is give you a collection of tools so you can make your own game experience with your team, to set up your own challenges on certain tracks at certain times of day … That's what we were aiming for."

http://www.theguardian.com/technology/gamesblog/2013/aug/07/ps4-driveclub-future-game-visuals

The Audi R8 V10 weaves its way through snaking roads, the sun occasionally glinting across the windscreen, the crumbling surface almost palpable beneath the tyres. This is India, accurately and rather epically modelled into a racing game. At this height, at the very tip of the mountain range, the artists have had to think about the curvature of the Earth, and how this will affect sunlight and cloud patterns at the furthest reaches. This is where game visuals are going.

For each country, there are many miles of landscape, loaded with authentic local detail. Most of the circuits are inspired by real-life roads and the local street racing routes the researchers learned about. "All the detail we're putting in is equivalent to PC first-person shooters," says technical art director, Alex Perkins. "And then we're throwing a whole dynamic lighting system over the top."

Everything is then lit via a true 24-hour day/night system*, rather than a baked in sequence of pre-set lighting changes. "We've developed our own capture technique so the lighting in shadow, the lighting in direct sunlight and the way the car highlights fall off over distance – they all maintain proper energy conservation values," says Perkins. "We had to redesign our entire materials system – how we actually collect the information; it's much closer to the process you'd have on a film set for compositing CG elements into a live action image."

*Corridas nocturnas confirmadas???

What's interesting is the increasingly close interplay between audio visual fidelity and car handling. In the first-person view, the head movement of the driver is designed to convey the feeling of what the car is doing beneath you. The team has apparently spent a long time working on tyre feel, the tactile input from skidding along tarmac, the imperfections of which are procedurally generated.


There are also intricate audio cues on what the tyres are doing, leading to demands for more memory from the audio designers. As game director Col Rodgers explains, "The tyres of hundreds of different states, we know exactly what they're doing at any one time, and obviously the audio guys want to replicate that as much as possible, which means upping the amount of samples. Audio feedback is a massive part of the handling experience, a lot of people forget that."

The aim then, is authenticity but not simulation. "It sits in the middle between simulation and arcade," clarifies Rustchynsky. "It's grounded in realism, so the cars have a sense of weight, a tactile feel with the road, but we want to make sure it's easy to throw them around the corners, it's all about having fun with the cars. But there is a lot of depth – you want to shave milliseconds of your lap times, you can do that. But players can pick up the pad and hammer the throttle, the intricacies can be picked up later."


To me, this makes sense. I've grown utterly disillusioned with hybrid sims that simply rack up the driver assists to create an easy mode – you often end up feeling like you're controlling a Scalextric car. "You have to be careful of taking control away from the player," says Rustchynsky. "We've had feedback from professional drivers, we've had people come in from the manufacturers … it's always about making sure we have a clear focus; we want to make sure players can feel what the car is doing while maintaining full control.


"We've spent a lot of time refining how we deal with player inputs. If the player throws a car around the corner then touches the stick in the other direction we need to know how much opposite lock to give them at that time. Give them too much, they'll spin, too little and they'll under-steer. It's just all about refining and iterating. We feel we have the sweet spot now."


Some of this sounds like racing simulation 101, some is highly ambitious, but all of it hinges on seeing a more complete demo. We've still only played the alpha build, which is 35% complete, and while the scale of the environments is clear, there is plenty of polish left to add if this is going to resemble the next-generation racer we're being promised. No doubt much more will be revealed at Gamescom, where we'll also find out more about the game's approach to matchmaking, and the smartphone app that will accompany it.
 
Gostei do conceito. Um jogo de corridas, com online e por equipas. Ele falou ali do NFS, e concordo. A série NFS já cansa. Acho que podiam juntar aqui ideias de dois jogos da Dreamcast. Do Metropolis Street Racer era o relógio mundial real, e havia outro jogo que não me recordo do nome que era sobre corridas no meio das cidades onde tinha corridas nocturnas e davamos sinais de luzes aos outros carros para correrem contra nós, não me lembro do nome do jogo. Acho que juntarem estas duas funções e com online por equipas, era fantástico.
Tokyo Xtreme Racer ? :D Grandes vicios dei nesses 2 grandes jogos de corridas para a grande Dreamcast .

Eu também estou a gostar do que vejo deste DriveClub , parece um conceito diferente e que pode ser engraçado , e depois como vai custar provavelmente um valor simbólico para quem é Plus , imagino muito pessoal a jogar isto .
 
DRIVECLUB‬ is getting ready for Gamescom 2013!

1186074_504453799638985_269517822_n.jpg


1098205_504452976305734_2005782523_n.jpg
 
Back
Topo