The Crew: Wild Run Edition

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I started the game played a bit (ps4) .. shifting was forward on the right (originally I said left) stick to upshift and down to downshift.. seems backwards to me. Also after playing racing games with a wheel it just felt wrong with a controller.

Any way to change the controls? I could not find it.. but also did not try very hard.

Seemed to work ok though otherwise good options for views, good map.. lots of roads. Don't have a wheel for my ps4 yet so can't be bothered really to play it anymore.
 
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Not sure why the PS4 version of the beta seems to be having issues with the install, it only took about 4-5 hours on the Xbox One.

My Take on the Beta.V2

The new physics build added more weight to the cars in an effort to reduced the floaty feeling that others gave feedback on during the first console beta. You can definitely feel the added weight in the corners, which is good, but this also impacted the Braking abilities in a negative way. They need to fine tune the physics engine hopefully before release, which would be better than a patch afterwards. I did switch from Hardcore mode to Sport and turned the first two slider bars in the settings up about 3 notches each and this seemed to help.

Graphically this game seems worse than the first Beta, the frame rate is more choppy for some reason, I'm not sure what they did, but it is a step backwards and it's very noticeable. The ambient lighting really shined during the first beta and now it's seems a little more muted, they need to fix that as well. They also need to smooth out the camera view in the cockpit and eliminate the snappy head movements when accelerating and using Nitrous.

One last thing to mention, they need to add a photomode in this game, the developers are reportedly working on one that is supposed to come out in a later patch, hopefully this happens soon.



 
I started the game played a bit (ps4) .. shifting was forward on the left stick to upshift and down to downshift.. seems backwards to me. Also after playing racing games with a wheel it just felt wrong with a controller.

Any way to change the controls? I could not find it.. but also did not try very hard.

Seemed to work ok though otherwise good options for views, good map.. lots of roads. Don't have a wheel for my ps4 yet so can't be bothered really to play it anymore.

try hitting the start button to bring up your phone, then go to the gear icon (settings), then find the controls menu, you should be able to switch it there. Shifting should be on the right analog stick by default.
 
try hitting the start button to bring up your phone, then go to the gear icon (settings), then find the controls menu, you should be able to switch it there. Shifting should be on the right analog stick by default.


oops - yeah I ment on the right stick.. that was a typo. Thanks I will try and find where to change it. shifting with the stick is fine if i can swap it to pull down to up shift and push forward to down shift.. that is how my brain thinks it should work. When i used to play racing games with a controller I had the shifting assigned to square & O on playstation and Y & B on xbox, I would prefer that.
 
Got a voucher with my GTX970. Traded it in for this game, really looking forward to playing it. :)
 
On this one [the crew] however I feel like the car has a tooth pick right in center of the car, and every time you turn, you feel as if the map is orbiting around the car. It's really weird, so weird I lack the vocabulary to express it.

So it's like Codemaster's Ego engine with its central axis. Ugh, I had that type of driving model :yuck:

From gameplay videos I noticed that the chase cam is a bit laggy, which might contribute to the "rotating" feeling. If you drive with cockpit or bumper view it looks less bad to me. But I'm not the one holding the controller so I wouldn't know...

IMO The Crew physics make MW look like Mario Kart... but I think Criterion ruined NFS so I'm biased.

The crew just has some odd steering settings with no explanation, so you have to mess with them a lot to get a good setup.

Let's agree to disagree there :p For me Criterion is the king of arcade handling. Every car feels different, weighty and most importantly the front tires feel like they're the one doing the steering. It's intuitive for beginners, but also takes a lot to master the subtleties. The drifting physics can be exaggerated but it's their signature style and it works surprisingly well with these types of games.

And yeah I find it quite odd that an arcade racer has such a wide array of steering settings to change. It almost feels like the devs can't be bothered to set them up properly themselves and just leaves it to the players to sort it out themselves.

Ahh, don't let me influence you LeGeNd bro - I'm guessing you haven't tried for a beta key? I do know that you like your physics though. A redeeming feature I found, as I got to play some free-roam, is my Camaro felt a lot heavier and more stable. A bit twitchy on the Freeway though...and why is it in all car games that cars on the Freeway insist on driving side-by-side?)

Still no PS4 mate :lol: I'm just going by other player's impressions and gameplay videos. From what I've seen it does seem like the car has weight (which is good), but without actually playing it you can't be really sure how good/bad the actual handling is.

I think I'm not gonna rush this and wait until it actually releases. Usually some stores set up a demo which I can try. Even if I end up moving to PC it's gonna be multiplatform so I'll still be able to get it. It's just such a shame because the map looks amazing only to be let down by poor handling :indiff:
 
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...Still no PS4 mate :lol: I'm just going by other player's impressions and gameplay videos. From what I've seen it does seem like the car has weight (which is good), but without actually playing it you can't be really sure how good/bad the actual handling is

I think I'm not gonna rush this and wait until it actually releases. Usually some stores set up a demo which I can try. Even if I end up moving to PC it's gonna be multiplatform so I'll still be able to get it. It's just such a shame because the map looks amazing only to be let down by poor handling :indiff:
Exactly my feeling, the strongest feature was something not specific to driving...ahh, well.

And I agree, you do need to drive it yourself to draw a true conclusion. I always thought Driveclub would be too fast for me, but driving it taught me that I can do that too, even in the hyper-cars :)
 
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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?
 
Ok, I've bought Driver:SF (since it's gotten pretty cheap on PSN) just to see what Ubisoft is capable of in terms of handling. I must say I'm super impressed. The steering is not as responsive as Burnout Paradise or NFS MW, but the sense of weight and drifting physics is definitely top notch 👍 No feeling of rotating around a central axis whatsoever. As far as arcade racers go, it's as sim as you can get while still being fun. If they could make The Crew handle similar, it's gonna be a winner.

I'd like them to go from this:


To this:


Unfortunately, just as I thought Driver is perfect, I found out the gamesave is copy protected. Whose bright idea was this? :mad::banghead::grumpy: Can anyone shed a light if The Crew's gamesave is non-copyable as well (PS4 version)? I can't remember the last game I bought that was copy protected, probably Shift 1 way back in 2009. It's ridiculous...
 
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I'd like them to go from this:


...Unfortunately, just as I thought Driver is perfect, I found out the gamesave is copy protected. Whose bright idea was this? :mad::banghead::grumpy:...

Sounds like a measure to stop code-alteration. I know GT5 started off life that way.

The vid above though definitely shows the twitchiness of cornering anything that's not a right-angle. I found it tiresome on the freeway curves that I needed to slow right down fto get around it.

Something I forgot to mention in my trip to Jellystone Park (I can't believe no one picked up on that...) that the weather turned all stormy, and whilst it didn't rain, it did look impressively threatening. The transition to snow in the mountains though was a bit too sudden.

I also noticed almost no sense of impact with hitting a pedestrian (I didn't do it on purpose, the idiot just jumped out on me...)
 
The Crew won't be on the PS3. PS4, Xbox One, 360, PC only.
And The Crew is always-online. I didn't see a local save in the beta (PS4).

Ok, I've bought Driver:SF (since it's gotten pretty cheap on PSN) just to see what Ubisoft is capable of in terms of handling. I must say I'm super impressed.
...
If they could make The Crew handle similar, it's gonna be a winner.
This would be great but Driver was made by Reflections. The Crew is made by people from TDU.
 
Something I forgot to mention in my trip to Jellystone Park (I can't believe no one picked up on that...) that the weather turned all stormy, and whilst it didn't rain, it did look impressively threatening. The transition to snow in the mountains though was a bit too sudden.
It's very similar to Hot Pursuit and Rivals, almost an instantaneous transition from the woods to snow.
I also noticed almost no sense of impact with hitting a pedestrian (I didn't do it on purpose, the idiot just jumped out on me...)
It'll be like Midtown Madness or Midnight Club where you're unable to hit peds, otherwise the game will garner a higher rating.
 
Ok, I've bought Driver:SF (since it's gotten pretty cheap on PSN) just to see what Ubisoft is capable of in terms of handling. I must say I'm super impressed. The steering is not as responsive as Burnout Paradise or NFS MW, but the sense of weight and drifting physics is definitely top notch 👍 No feeling of rotating around a central axis whatsoever. As far as arcade racers go, it's as sim as you can get while still being fun. If they could make The Crew handle similar, it's gonna be a winner.

I'd like them to go from this:

To this:
Driver : SF's physics are excellent and do a fantastic job at the achieving the whole ''Hollywood car chase physics'' thing they've been aiming for. It's a shame they didn't (or perhaps couldn't?) use Reflection Studio's physics model, at least as a base.

As for The Crew, it still seems terribad. I've seen comparisons made to TDU2's physics which is sort of legit considering how the car's tend to behave (rotating around a central pivot) and also the fact that Ivory Tower is mainly made up of former developers from Eden Games.

The game has a massive potential. But the subpar physics, always-online, microtransactions, ''drop an extra $20 on Season Pass'' and the cheesy story pretty much kills it for me altoghether. I can see the game averaging 60-75 on Metacritic at best.
 
The Crew won't be on the PS3. PS4, Xbox One, 360, PC only.

Oops, my bad :ouch: I meant the PS4 version.

Sounds like a measure to stop code-alteration. I know GT5 started off life that way.

It's still pretty annoying considering not a lot of games have it nowadays. Even GT5's copy protection got lifted eventually and we know how anal PD is about code alterations (e.g. hybriding and such).

This would be great but Driver was made by Reflections. The Crew is made by people from TDU.

I did some digging and here's what I found:

Driver SF - developed by Ubisoft, uses Reflections engine (which is a subsidiary of Ubisoft, so they're the same thing really)
TDU/TDU2 - developed by Eden Games, published by Atari
The Crew - developed by Ivory Tower & Ubisoft Reflections, published by Ubisoft

Ivory Tower info from wikipedia: "The development team includes members who have previously worked on projects from the Need for Speed, Test Drive Unlimited, and V-Rally game series"

So it seems like The Crew is a mish mash of Driver SF and TDU devs. There's no reason why they couldn't reuse the Reflections engine.

The game has a massive potential. But the subpar physics, always-online, microtransactions, ''drop an extra $20 on Season Pass'' and the cheesy story pretty much kills it for me altoghether. I can see the game averaging 60-75 on Metacritic at best.

Agreed. The concept and expanse of the map is great, but if the gameplay and execution is poor I can see this being Fuel v2.0. So much time is spent by the devs in creating a large world, only to forget about the core mechanics that makes a game FUN. I really hope I'm wrong and the final product ends up amazing, because I would love to see this concept take off as a new franchise and topple NFS' stale domination of the arcade racer market.

Guess we'll see in a month's time...
 
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It's very similar to Hot Pursuit and Rivals, almost an instantaneous transition from the woods to snow.It'll be like Midtown Madness or Midnight Club where you're unable to hit peds, otherwise the game will garner a higher rating.
You'd have though that. I definitely hit that one though. I've played Midnight Club where they all jump out of the way miraculously on time - this one didn't though, in fact did the opposite :) or are you saying that perhaps this will change by the final version?
 
The Crew - developed by Ivory Tower & Ubisoft Reflections, published by Ubisoft
...
So it seems like The Crew is a mish mash of Driver SF and TDU devs. There's no reason why they couldn't reuse the Reflections engine.
Reflections does some supportive work (like they did for Watch Dogs) but it's not "their" game.

Ubisoft Reflections tech team that is entirely responsible for the PS4 edition, while other staff in the Newcastle studio produce additional content for the game - specifically sound, script, the skill challenges and, remarkably, the entire state of Texas.
http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4
 
I know its kinda late, but if anyone needs still needs a beta code, do pm me. I got 3 extra.

(for PS4 EU accounts)
 
Agreed. The concept and expanse of the map is great, but if the gameplay and execution is poor I can see this being Fuel v2.0. So much time is spent by the devs in creating a large world, only to forget about the core mechanics that makes a game FUN. I really hope I'm wrong and the final product ends up amazing, because I would love to see this concept take off as a new franchise and topple NFS' stale domination of the arcade racer market.

Guess we'll see in a month's time...

At least on PC if the base physics are awful there's a reasonable chance that some ambitious modder can make some tweaks to make it better.
 
Had a bit more time with the game today and I think I might buy it a few days after launch to make sure there are no server issues.
The handling seems fine to me but it does get a little heavy at high speed but I didn't mess with the settings(just a DS4). I can't believe a game like this will not be shipping with a photo mode whats the point of making it look so nice if I can't share it that well. I know we have the share button but the camera doesn't really move that freely so can be hard to get a good shot.

Anyway here is a collision glitch video and a few screens I got(it is nice that I can nearly all the HUD off).



American flag hot air ballon
TheCrewtradeBeta_20141108152429_zpsd063bcec.jpg



sunset
TheCrewtradeBeta_20141108154908_zps90acc4ae.jpg



The cows got loose!
TheCrewtradeBeta_20141108160009_zpsf4cfd586.jpg
 
Is this game worth it? impressions on gaf saying driving is terrible.
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.
 
Reflections does some supportive work (like they did for Watch Dogs) but it's not "their" game.


http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4

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.

At least on PC if the base physics are awful there's a reasonable chance that some ambitious modder can make some tweaks to make it better.

I'm hoping for that. Though there is only so much you can do if the base physics is ****. Then there's the issue of hacking and possibly being banned from online if you alter the game codes...

>Arcade racer
>Better physics

Pick one...

They are not mutually exclusive and I have played several games that have both ;)
 
Yes, it's very much possible that there are better arcade racing/driving games with better physics, but complaining that an arcade racer has arcade physics is just completely silly.
 
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