Developed exclusively for the PlayStation 4 by Evolution Studios, the team behind the best-selling MotorStorm franchise, DRIVECLUB, is all about you and your friends.
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Whoever brings those players together in the best way for a complete high-octane fantasy will take the checkered flag.Product Description Platform: PlayStation 4 | Edition: Standard From the Manufacturer Insert Alt Text Here View larger Start a Club, Challenge the World Get ready for a racing game like never before. Everybody’s got beautiful cars, and pornography has a very short half-life. Physics and control will always dominate racing games, but it’s less about the cars themselves. DriveClub has a Facebook page that’s updated every two to four weeks and a slightly less neglected Twitter account. Auto Club already has one, and it’s thriving. Microsoft’s Xbox packages do.Ĭould a hardcore racing game take the lead based in part on a direct message system and chat windows? Possibly not, but with focus shifting from social interaction, those count as big advantages.įor a social game especially, so does community. As yet, we haven’t heard anything about Sony’s new voice chat options or whether their new console comes with headsets included.
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And if the 50/50 split Jobling offers between socializing and actual racing proves out, a PC’s keybord/mouse configuration trumps the PS4 controller. It might simply come down to gameplay or platform preference - DriveClub looks like an exclusive launch title for the PlayStation 4 - but it’s tough to beat Auto Club’s price. In an even matchup between a successful, rapid-iteration, free-to-play social racer and a more traditional, pay-for-play, social-centric race game with more features and far superior graphics, who wins? They bring the sport aspect into the equation and let you share your enthusiasm with your amigos. You meet up online with your racing buddies, geek out like proper gearheads, share your custom car tunings, and go on the road together as a team racing against other live opponents in relays or multiday rallies. That’s the big differentiator for both games. The other 50 percent is spent in social activities.” “About 50 percent of player time is currently spent racing. “Our players very much buy into the social experience,” says Jobling. And directly or indirectly, DriveClub plans to tap into the social game model Auto Club proved is a winner. Auto Club doesn’t even have cockpit views for most of its cars - “We’re not seeing these demands from our players,” says Jobling, who notes that Auto Club iterates on a weekly basis based on player feedback. We also know DriveClub boasts a true first-person perspective, not unlike Need for Speed: Shift 2’s inside-the-helmet camera, something Auto Club doesn’t do.
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It’s easy to discard the “100 percent overlap” speculation, but its licensed cars will likely match or exceed Auto Club’s list, and the photo-real graphics will almost certainly leave all others in the dust. $20 is the more common figure player average for successful free-to-play games.ĭespite nine years of development, details on DriveClub are still thin. Eutechnyx announced a $31 per-player revenue average last November. And it’s a fairly successful one, too, by Jobling’s account. BMW, Bentley, Lotus, McLaren, Bugatti, and Jaguar all tear up the Daytona International Speedway, Indianapolis, and Silverstone, so yes, it’s a real racing game. “These are groups where gamers can get together, socialize, and combine their efforts to progress through the game and compete with other clubs.”īrowser-based and free-to-play, Auto Club Revolution opened its beta in July 2011 and went gold in 2012 with over 60 licensed cars in its stable. MetaBeat will bring together thought leaders to give guidance on how metaverse technology will transform the way all industries communicate and do business on October 4 in San Francisco, CA.