V8 Supercar/TOCA Race/Pro Race Driver - PC version

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vat_man

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Based on two days worth of running, here are my first impressions of TOCA Racedriver/V8 Supercar Racedriver/Pro Race Driver for PC. Tested on an AMD Athlon 1.1ghz, with 768mb and Asus Ti4200 128mb GE4 video card, with a Logitech Wingman Formula Force USB (okay, a GT Force) steering wheel, with Telstra ADSL internet connection.

Graphics
Well, after the disappointing ‘upmarket PSOne’ graphics we saw on the PS2 version, I’m pleased to report that the PC version looks much better. The cars look like the cars they’re supposed to be, with clean, bright colours. Damage looks convincing (more on that later), and the tracks are well produced, with clear realistic textures. Lines are suggested via darker rubber marks on the track surface, with skid marks specific to the race you’re running on the surface. Sponsors’ signage and scenery also look good, and based on what I know of the Australian tracks, landmarks look to have been faithfully reproduced and the layouts are accurate. There was some slow down at the start of some events, but generally only noticeable at the Canberra and Vancouver street tracks where there were multiple collisions amongst the twenty car field. The cut scenes look okay, although Ryan does seem to suffer from a number of skin conditions, and the grid girls look like some attractive clone army.

Gameplay Structure
Anyone familiar with the gameplay structure of the PS2 game will find nothing new here. Basically, you drive as Ryan McKane, working through a career mode. I personally find the story mode intensely annoying, but to each their own. Free races now offer qualifying (but not the story mode races!). The important news though is network racing, offering on-line events! More on that in a moment.

Gameplay
Mmm. The well-documented steering and handling issues of the PS2 version remain, with steering that weirdly varies between ultra-sharp and vague. Codemasters have already issued a patch for the steering, and there is at least one aftermarket mod for the steering/handling. After much tinkering, using the Wingman software, I have steering that for some cars is good (Group N WRX for the Pacific Challenge), acceptable (most of the cars), and abominable (V8 Supercars). It is the game’s biggest weakness. It is very hard to run consistent laps with most of the cars. Hopefully, there will be either a Codemasters or aftermarket patch to further clean up the handling, but at the moment many of the more powerful cars border on undriveable, and it does impinge on enjoyment of the game, especially now we've been spoilt by GT3's steering.
AI is as aggressive as it was in the PS2 version, and a bit too keen to ram and punt for mine. As many of you know I was a big fan of the TOCA series, and I still believe TOCA2 is yet to be passed for racing AI. Nothing has changed with the release of this game – god help you if you’re of the slow-in fast-out school of racing, because you will be rammed. It’s not unusual to get a nudge in one of your rear corners and suddenly be sideways, and more often than not, into a wall. Still, at least it does try decent moves, and is vastly superior to GT3.
Damage does look realistic, although parts and glass do come off the car a bit readily, and damage (except to the engine) does not seem to affect how the car drivers). In Aussie V8's a detached rear wing would mean an instant pitstop to replace it, as the car would become undriveable - here, it makes little difference). There doesn't appear to be tyre wear, although I haven't run any long races.
One new element is the ability to race on-line. It’s still pretty buggy, particularly at the start of races (where flying cars is not unusual), but it is easy to get into (you go via the ‘free races’ menu where you’re given a choice of rooms to run in, and then a selection of series), and once running goes along pretty smoothly, although once fields getting larger than about 6-7 cars it does battle a bit. I ran some pretty good races over the weekend, with a wide selection of Australian, European and US races. This is easily the game’s biggest strength. With further development from Codemasters (considering the game’s been out less than a month) the on-line will continue to improve.

Other comments
As seems to be the case now, documentation is fairly sparse – although navigating through the game’s menus is pretty intuitive

Conclusion
Well, I’m still a bit disappointed. This edition addresses a few of the issues we mentioned about the PS2 version (i.e. graphics and slowdown), but leaves others unaddressed (handling). On-line racing is a fantastic addition.
It will be interesting to see how the game evolves with Codemasters and after-market add-ons and patches, and hopefully this will address some of the issues that the game has (i.e. HANDLING!)

Rating – 7.5 out of 10. If they fix the steering and handling, this would be 9. If they took the stupid storyline out, it would be 9.5. If the AI didn't ram so often, and the damage was more realistic, it could make 10.
 
Damnit, so the handling is still dodgy.

I will have to rent the X-Box version to see if it's worth buying now.

Great review Vat.
 
Nice review vat 👍 I got a demo from the Easter show, and yes, it does look improved...you only get to do one race at Adelaide though...It very slow at the start, but once the field gets running there's not so much slowdown...I can't figure out how to get a good start though...:irked:
 
Nice review Vat!:D Im still trading in the PS2 verison. I found Proracedriver unprofessial. They should call it CRAPPYRACEDRIVER:THE AI KILLS YOU.......
 
The AI could be better...I do agree...but if you don't like them, just play Free Run or Time Trial for a while...
 
I must admit it is a blast just to drive that Koneig C62 around bathurst at full tilt. :D

That has to be my personal highlight of the game.
 
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