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Forums - Gaming - Driveclub T500rs review

The metascore of Driveclub is somewhat disappointing and as usual wheels aren't mentioned in the reviews I read. So I figured why shouldn't I make my own wheel review.

 

Handling 

Driveclubs handling model is simcade which basically means you should break for corners but when you do you've a bit more grip than in real life. When you put your pedal to the metal within a corner you feel the wheel's force feedback quite strong. When you go off road the wheel directly gives feedback and starts rumbling.

When someone rams into you the wheel is almost impossible to control, same goes when you take a series of corners a bit to quickly you will lose grip over your car unless you put your pedal off the metal and pray.

 

The shift mechanisms are quite lovely direct and you can't double shift down if your car goes to fast. Though this can be a bit irritating when a hairpin approaches.

The forcefeedback is pretty strong I leveled it down from 100 to.70, there are wheel support options available and you can adjust the wheels rumble strength.

While the game is a simcade the wheel support is more SIM than arcade and isn't very forgiving.

Since this is my first game with the T500rs this review should be taken with a small grain of salt, before I owned a T500 I owned a dfgt.

 

Verdict

85/100 solid accurate performance and doesn't bother to impress you now and then.

disclaimer this game is harder and a lot less fun without a wheel, due the lack ffb



Please excuse my (probally) poor grammar

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I been playing the game for around 2 hours now, the handling is getting better eventually when you start to get the feel on it. The drifting is actually pretty hard to master, but you got plenty of time to train on it, and the learning curve is quite impressive though.

The Game itself isn't bad. Most reviews have been bad due for lacking content of cars, Open world and AI being to aggressive. So i feel like the most important parts which usually should be in reviews are missing. I feel this game had a poor impression long before any of these guys played the game, and they already intentionally decided to hate it..

People got habits, and their habits will cross into other games. What would happen if a FPS player only goes over to a stealth game? Instead of sneaking, he would shoot everybody and walk by

The same way as when you see Fps playing Mgs for the first time.. They don't understand what the game is about and keeps on running around shooting and escaping constantly and are hating on it because it forces them to stay in hiding until the alarm goes off.
One of the bad reviews also mentioned it was bad for the fun to start a 3 second down count for driving off road.. Well in my opinion, Racers isn't meant to be driven off track..
The challenge in DC: The track and other players. It's about getting through the track without crashing and collecting as much point as possible. If other cars collide into you, you loose about 120p. The track will offer a lot of sharp turns, with a lot of nice and pretty good designed polygon maps.
Even the clouds are made of polygon to re-create real lightning.

A lot of the Forza racers are complaining about a lot of things, The missing of vibrant colors.. I didn't know the world is as vibrant as Forza and generally XB games... To switch up the saturation is just an illusion even though it looks *better* doesn't mean it look *realistic*.. That is the difference i am trying to bring out.

DC to me is a game that starts to be really fun when the servers are up and running.



 

PSN: Opticstrike90
Steam: opticstrike90