The Crew: Wild Run Edition

  • Thread starter Thread starter DDastardly00
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No, I'm not complaining about arcade physics. I'm complaining about bad physics in general. One that is easily avoidable because they already have a past game with top notch physics that they can port over. How easy that is I don't know. But if they have the time and expertise to build the whole United States I'm pretty sure it's more than doable.

Once again arcade/sim =/= bad/good physics. Can you imagine playing a shooter where your character doesn't move like a normal human being? Especially since this is a game where driving is the main point and you do it ALL the time. It's not like GTA where driving is only one of the many things you can do. If GTA has bad physics I would understand. But The Crew is an arcade racer, therefore having intuitive physics should be top two priority along with game world design.
 
I wasn't saying you were. Maybe my post had to do with the one above mine at the time....

The handling was very arcade and driving off road was pretty lame - didn't matter if I was going through water, fences, trees, etc., it felt pretty much the same without any real penalties. I like the environments but I need better driving physics.
 
Correct me if I'm wrong, but the impression that I get is Reflections is responsible for the "Engine" (i.e. physics, lighting, sound, etc). Ubisoft is responsible for tangible assets (car models, the world, challenges, etc). In any case, since they are both under the same roof I still don't see why they couldn't reuse the old physics engine.
Driver:SF runs on (according to Wikipedia) the proprietary engine called Reflections engine, which was made from scratch and specifically for the game if I recall correctly, whereas The Crew uses the rather unknown(?) Babel engine.
A great deal of the heavy lifting is done by Ivory Tower’s proprietary tools and Babel engine, which procedurally generate much of the variety in the ecosystems, and the results are then moulded by artists and designers.
http://www.edge-online.com/features...s-version-of-the-american-dream-into-reality/
 
Driver:SF runs on (according to Wikipedia) the proprietary engine called Reflections engine, which was made from scratch and specifically for the game if I recall correctly, whereas The Crew uses the rather unknown(?) Babel engine.

http://www.edge-online.com/features...s-version-of-the-american-dream-into-reality/

Fair enough. I'd still rather they reuse the old physics engine. If it ain't broke don't fix it...


On another note, I found this post from NeoGAF:

Protips for everyone struggling to control their car:

Step 0: Plug in a 360 controller and set the mode to Sport.
Step 1: See the Steering Speed Factor slider? Move it all the way to the right.
Step 2: Like Forza? Move Steering Linearity to two ticks from the lowest setting (left-most). Like NFS? Move Steering Linearity to two ticks from the highest setting (right-most).
Step 3: Leave Steering Sensitivity in the middle-ish. Just a tick or two up or down from center, based on preference.
Step 4: ????
Step 5: Profit

Based on experience I'd say Steering Speed Factor is Speed Sensitive Steering. It basically reduces the amount of lock you have at high speeds and makes your car less twitchy. Maybe someone can try out this settings and see if it feels better?
 
Fair enough. I'd still rather they reuse the old physics engine. If it ain't broke don't fix it...
Yeah, agreed.

I also remember D:SF running 60fps on both the XBOX 360 and the PS3, with the exception of the multiplayer which ran at 30fps. I wonder if The Crew could have benefited from a similiar boost in performance. But I suppose that's for another topic.
 
I wasn't saying you were. Maybe my post had to do with the one above mine at the time....
I think he has a point though, I've played a few arcade games where going through water makes a noticeable difference, as does driving over snow and through trees...
 
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The handling is odd, that's for sure.

Is it the worst ever? Not really. But after messing with the steering settings and such I was able to find something a bit better.

But the cars do seem very drifty and floaty. They slide a little to easy and don't really grip it seems.

Also, is the screen boundries on anyone elses wierd and cut off parts of the screen?

Same here. Can never see how far away my waypoint is on my TV but I can see it fine on my vita.
 
Best illogical argument for not buying The Crew that I just saw on another forum.

"Your main interest is a barren wasteland of nothingness with massive pop-in and 2006 graphics?

Dude... GTA V. Better driving. Better graphics. More 🤬 to do. More fun. I don't know how anyone could consider spending money on this game."

Sure, the graphics aren't the best, and the physics aren't the best, but comparing an open world action game to an open world driving game? :lol:
 
Where do you go to enter in the code? I got a beta code but all the links to instructions in the email are broken now.
 
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I didn't expect this beta to have the storyline and all of that. I don't feel like the final release can be too much different...can it?
 
For all it's flaws, I still see a phenomenal amount of time and effort going into this game, and you can explore all of it at launch. It makes me feel better about funding the company, so they can make improvements and create even better products in the future. Whereas giving money to other mainestrEAm companies makes me afraid that I am rewarding them for stripping down recycles games and making us buy them multiple times to get a sub-par amount of features that somehow never really function properly.

I haven't pre-ordered yet, but I'm seriously considering it.
 
I think there are people who won't get the Crew not because it is objectively bad, but because it isn't their style of game play - however, I think they will still pass it off as bad. Saying the game sucks because there is cops in it isn't quite correct, a better way of putting it is you don't like cops in racing games and it isn't your cup of tea. I have a friend who tried the beta and said something along the lines of "it sucks because it tries to be like GTA with mission-type events (ram someone off the road, etc.)". Again, I don't think that means it sucks, but it just isn't his type of game play.

Conversely, I think issues such as the graphics and physics could arguably fall under an objective umbrella of "it sucks". Nonetheless, I think the physics and action-movie style sequences are going to turn off those that want a more pure driving experiencing, I would say the Forza Horizon games would suit those types better.
 
I think that depends on what you like in a driving game, or if you're a grumpy old fella like me ;)
Of course, that's a hard one to answer for anyone, it's a matter of taste/preferences. If it has 4 wheels I will give it a shot but I played for about 10 minutes and gave up - it's not for me. The handling was very arcade and driving off road was pretty lame - didn't matter if I was going through water, fences, trees, etc., it felt pretty much the same without any real penalties. I like the environments but I need better driving physics.

I just wanted the same physics as Driver SF, dissapointed they went for something worse.
 
I was expecting very bad driving physics reading comments here and NeoGAF but I find them quite fun and easy to drive, haven't played much of the Beta though. Here is a video on one of the first driving tests the beta version of game allows you to do.

 
I think there are people who won't get the Crew not because it is objectively bad, but because it isn't their style of game play - however, I think they will still pass it off as bad. Saying the game sucks because there is cops in it isn't quite correct, a better way of putting it is you don't like cops in racing games and it isn't your cup of tea. I have a friend who tried the beta and said something along the lines of "it sucks because it tries to be like GTA with mission-type events (ram someone off the road, etc.)". Again, I don't think that means it sucks, but it just isn't his type of game play.

Conversely, I think issues such as the graphics and physics could arguably fall under an objective umbrella of "it sucks". Nonetheless, I think the physics and action-movie style sequences are going to turn off those that want a more pure driving experiencing, I would say the Forza Horizon games would suit those types better.
I agree about the game not being my kind of gameplay - for me though, I'd rather say that than get all upset on a forum about something I wasn't even sure I wanted to play (hell, I haven't played the last three NFS games - so I'm used to the genre.) You have a point about the cops and missions aspect, as there appear to be all kind of players out there who quite likely will get upset because they didn't check.

Accordingly, I wasn't really looking for much out of this game, so I'm doing the honourable thing and backing out of commenting any further on it.
 
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It's just a great gimmick fleshed out with a poor handling model. If it was using Driver SF as a base, I'd happily look past the likes of Detroit skyline being a flat texture in the early cutscene and the complicated gui when you level up. As it is, it's just too frustrating to bother with. I don't have hours a day to game anymore. I'm not inclined to settle for merely ok games, let alone this.
 
Reached the max level for the beta and swapped out driving my Challenger for a Ford Focus RS. I went on a spending spree buying parts for both street and dirt spec kits I bought. For the final beta day, I'll attempt to try a coast to coast trip from Miami to Seattle as well as some general exploration.
 
I'm just torn between the physics and the map. I've always dreamed of a free roam game that allows you to drive anywhere across a whole country, doing missions and customizing your cars to suit the terrain. On the other hand if the physics are bad I know I won't enjoy it, no matter if the rest of the game is AAA level. I know this because I loved GT6 pre-1.12 update and I play it everyday. But when PD changed the FFB in 1.12 it turned me off playing it completely for a month. Now this being an arcade game, physics isn't so important and I could probably just suck it up. But I feel it's such a waste of an opportunity for Ubisoft if they don't reuse Driver SF physics because that would instantly make this game 2x better and guarantee them sales where people are just turned off by physics alone.

As it is, by looking at lots of other forums 90% of people are turned off by the beta already. Be it physics, graphics, cheesy story, always online, microtransactions, season pass, or just general bad experience with Ubisoft games in the past. Now if only the physics are a bit better, it might tip them to reconsider buying the game. I know it would for me because I really want this IP to succeed. But if I won't be having fun playing it then there's no point buying it.
 
I went to the snowy mountain area and drove my Focus down the Ski Jump. :p
I did the same with my Mustang, then ended up having the cops chasing me. Thought it would be a good idea to lose them by going off-road.

I nearly got stuck in the snow. :lol:
 
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