The Crew: Wild Run Edition

  • Thread starter Thread starter DDastardly00
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I didn't get a code, but some 🤬 casual at work (whom I told to sign up) got one. :banghead:
 
Noooope, neither did I. ;-; Also, there's a full NDA going on for the beta atm, so those who have it, don't share or bad things will happen I guess.
 
Makes no sense to get codes now anyways... The beta is almost over again... What a waste.
 
X1 version

I got a code yesterday from an anonymous friend and I am beyond thankful. This will be a day 1 purchase for me.

First Impression
I was able to meet up with @DDastardly00 and I only planned to play maybe 15-30 minutes before I went to bed. Well I ended up playing almost an hour and a half to 2 hours. Up much later than I originally planned. I actually had to force myself off this game. Its so much fun cruising with friends. The customization and wildlife makes this so much fun. We spent a good hour just cruising in the mountains with the snow and animals trying to climb some of the hills with our muscle cars. Cant wait to get actual snow tires and build the cars for off road. In the little time I spent with the beta I found an elk, rabbit, deer, cows, bears, and a fox. Make sure you watch my recent "xbox record that" moments with DD. :lol:

Physics
Just a heads up for those wondering about physics. They lean a bit more toward arcade handling with a bit of center turning axis at first. Then as your vehicles get upgraded they do improve. Each car handles very differently too.

Graphics
Graphics are gorgeous. Lighting in the mountains as the sun is coming up on the snow, breathtaking. The road arrow sign lights actually work too which is something I have never see in an open world game. You can also see stop lights reflecting and changing colors INSIDE your car. If the light is green, you will see the green reflection. If it is red, then red. Lighting is indeed quite stunning.

Map size
Estimated map size from my experience in the beta is that it is 2.5x larger than both Ibiza and Oahu maps combined in TDU2. So it would probably take an hour to an hour and a half to get from the left side of this map to the right side in one of the fastest cars. However, it is LOADED with content and feels insanely immersive and very alive. Helicopters, wildlife, pedestrians, hot air balloons, ski lifts, and so much more. There is a LOT going on all at the same time. Its quite overwhelming and very busy. Extremely lifelike this world.

Conclusion
Overall I would say The Crew is basically TDU2 mixed with FUEL for THIS generation of gaming but imagine night day cycle, weather, wildlife, pedestrians, AND a very busy immersive world. Looking forward to playing more of this over the weekend and getting it at launch. :D


EDIT: I edited and added a lot more content to this reply. Also clarified that this is the X1 version.
 
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Xbox One
Controller
Hardcore mode

Regarding the physics, they definitely lean towards Arcade not Sim, but for a game that bills itself as an "Action Racer", this is to be expected. It felt a little like the Driver series to me, mixed with TDU1. Honestly I wasn't all that impressed with the tutorial, it felt stiff, arcadey and a little floaty, but once you buy your first car and Street mod kit, the feel of the cars is vastly improved. This game is very much an RPG on wheels, once you start leveling up, the experience just becomes better and better, you really can't judge this game in the first 30 minutes, you really need to give it an hour or two of your time. I also noticed that you can level up your driver as well. One option was to improve your driver's braking skill, others will become unlocked later. Obviously these Skill unlocks will affect the Physics as well.

On our journey to the mountains, Camaroboy69 found a massive Ski Jump in the mountains LOL, it's even on the map marked "Ski Jump" it's just one of the many thoughtful touches that make this game the ultimate playground for cars trucks and offroad vehicles, the attention to detail in this game is completely insane. While Camaro and I were struggling to make it up a steep snowy incline in our Street Spec muscle cars (at this point we were both offroad in the snow exporing the mountains), another driver in the Beta approached us in a Raid Spec 370Z with snow tires and made us look like amatures :lol: He just darted right up the slope like it was nothing.

After Camaro went to bed, I set the Seattle waterfront as a waypoint on my map and made the trek from the mountians there, it took about 38 minutes to complete the journey, I was very suprised to see how well done the Waterfront is, again the attention to detail is amazing.

I can't comment any more about the customization, except that it appears to be more in depth than any other driving game in history, I can't wait to build more cars and find out just how deep the customization well runs.

After about an hour I was completely sold on this game, I will pre-order it today, I'm even considering the Gold edition, and I never buy CE games, ever.
 
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I cant believe I forgot to mention the RPG element of this game. That's a perfect description because it for sure does feel like an RPG. Starts out a little gritty with very low stats. The more you play, the more you explore, the more unlock, all increases your stats and the un-lockable upgrades start pouring in. With each upgrade the cars just keep improving more and more.

I am looking forward to spending as much time with this beta over the weekend as can. Cant wait to see some of the other environments, animals, and scenery. SO much to explore. Oh we both forgot to mention we also noticed an eagle flying over at one point. There is simply way too much going on in this game to be able to type it all out. Its one thing to have a large world, its another thing to fill that large world with immersive life like The Crew has. :)
 
On my drive west, I went down the mountain you and I were on and through a beautiful mountain valley, Snowy trees and scenary changed to beautiful green trees and green fields under a beautiful blue sky with the snow capped mountains in the backround, very remeniscent Eiger World from gran turismo 4(3?). I went through a railroad crossing at a high rate of speed, I barely noticed the red flashing lights, I pressed my look-back button and then saw a Train! I had just beat it lol, that wreck could have been ugly! After the train I went up a 2nd Mountain pass and it change back to snow again! I love the scenary transistions and how populated this world is.
 
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Regarding the physics, they definitely lean towards Arcade not Sim, but for a game that bills itself as an "Action Racer", this is to be expected. It felt a little like the Driver series to me, mixed with TDU1. Honestly I wasn't all that impressed with the tutorial, it felt stiff, arcadey and a little floaty, but once you buy your first car and Street mod kit, the feel of the cars is vastly improved. This game is very much an RPG on wheels, once you start leveling up, the experience just becomes better and better, you really can't judge this game in the first 30 minutes, you really need to give it an hour or two of your time. I also noticed that you can level up your driver as well. One option was to improve your driver's braking skill, others will become unlocked later. Obviously these Skill unlocks will affect the Physics as well.

On our journey to the mountains, Camaroboy69 found a massive Ski Jump in the mountains LOL, it's even on the map marked "Ski Jump" it's just one of the many thoughtful touches that make this game the ultimate playground for cars trucks and offroad vehicles, the attention to detail in this game is completely insane. While Camaro and I were struggling to make it up a steep snowy incline in our Street Spec muscle cars (at this point we were both offroad in the snow exporing the mountains), another driver in the Beta approached us in a Raid Spec 370Z with snow tires and made us look like amatures :lol: He just darted right up the slope like it was nothing.

After Camaro went to bed, I set the Seattle waterfront as a waypoint on my map and made the trek from the mountians there, it took about 38 minutes to complete the journey, I was very suprised to see how well done the Waterfront is, again the attention to detail is amazing.

I can't comment any more about the customization, except that it appears to be more in depth than any other driving game in history, I can't wait to build more cars and find out just how deep the customization well runs.

After about an hour I was completely sold on this game, I will pre-order it today, I'm even considering the Gold edition, and I never buy CE games, ever.

Just curios are you playing on ps4 or xbox one. i am wondering about the physics. i heard ps4 ver was different from xbox one. hoping there the same.
 
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Playing on PS4 after getting a code from a friend. After customizing the controller settings, it feels pretty good. Started out with a 370Z after the tutorial, but noticed there was a 1967 Chevy Impala Sport Sedan in the game. So, I used the "Crew Cash" to purchase it and proceeded to make it into Metallicar from Supernatural. That later acheieved a award or whatever they're called in-game for "Unnatural: Drive a black 1967 Impala for 5 miles at night" :D

That won me over right there. Might have to get this game at some point when it comes out.
 
Anyone have any recommended settings for the handling/sensitivity etc? Not feeling quite at home yet and just want to try out some other handling settings before the beta ends...
 
Controller
I've got it at no deadzone and I think middle-ish leaning to the right of the slider for sensitivity.

Good thing with the options is you can adjust them as you drive so you can immediately see how the settings change the feel of everything.
 
I've got it at no deadzone and I think middle-ish leaning to the right of the slider for sensitivity.

Good thing with the options is you can adjust them as you drive so you can immediately see how the settings change the feel of everything.
Alright, thanks!
 
Finally got to play the Beta tonight on a friend's PS4. I started out with the Challenger and immediately began exploring. I headed to St. Louis from Detroit, and stopped by the Arch and Busch Stadium. Then I set a waypoint near the Grand Canyon. All this time I had assumed that I would be mostly restricted to paved roads, but I made a miscalculation and was sent spinning through a fence into a forest, so I decided to just drive into the wilderness. I ended up weaving through the forest for a long time before the landscape opened up into fields shortly before I ran into some canyons. Grand Canyon already? Nope, checking the map revealed that I still had a loooong way to go. After trekking through these small canyons for a while, I finally found my way back to a road, and made a beeline for the Grand Canyon. It was amazing. The previous canyons seemed huge, but they were dwarfed but the big one. I ran into another player there, and we cruised together around the southwest, on-road and off-road. He eventually sent me an invite to his party or something and set a waypoint. I didn't know where he was taking us, but after a while snaking through some mountain roads, we emptied out onto a huge field with a city on the horizon. As we approached, I began to realize it was Las Vegas. We flew down the strip, weaving in and out of traffic. I was having so much fun, but at this point I had been driving for about 3 hours, and had to go home. I will definitely be buying this game!
 
That is actually good news the date got bumped. Means they found enough in the beta to justify pushing the game a little further out. I would much rather a developer do that instead of just "release now, fix later". It will also prevent me having to juggle between Halo Master Chief collection and The Crew on the same day. So I am very glad The Crew got bumped to December 2nd. :)
 
"There's a good reason for the small delay," Ubisoft wrote on its blog. "It's because the teams at Ivory Tower and Ubisoft Reflections are listening to all of you. In fact, a second console closed beta is planned for November, giving players another opportunity to jump into The Crew ahead of its release and help shape the game.

Julian Gerighty, the game's creative director, said three closed betas this spring and summer convinced the team to delay the game another month while it accommodated the feedback and suggestions of beta participants. Among the suggestions were adjustments to difficulty, better integration of voice chat, and even the means to turn off the HUD so players could enjoy the scenery as they free-roam the game's large map of the United States."
 
"There's a good reason for the small delay," Ubisoft wrote on its blog. "It's because the teams at Ivory Tower and Ubisoft Reflections are listening to all of you. In fact, a second console closed beta is planned for November, giving players another opportunity to jump into The Crew ahead of its release and help shape the game.

Julian Gerighty, the game's creative director, said three closed betas this spring and summer convinced the team to delay the game another month while it accommodated the feedback and suggestions of beta participants. Among the suggestions were adjustments to difficulty, better integration of voice chat, and even the means to turn off the HUD so players could enjoy the scenery as they free-roam the game's large map of the United States."
Sign of a good developer decision right there. Very happy to hear that. :)
This is why all games need betas IMO.
 
With most game developers I always feel like there's a thin layer of business/shiftiness in everything they do. Not sure I'm getting my point across here properly, but I really like these guys as developers. They seem pretty genuine and have the best interests of the game and the player in mind (IMO).
 
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