![]() I think the idea behind it was that you’d be able to coast along the winding roads of Chile, or the snowy peaks of Norway and just enjoy the surroundings without the pressure of trying to win a race. You can simply take your car of choice onto any track that you fancy in any destination and just drive. ![]() In addition to the regular features that have carried over from the original release, DriveClub VR also has a new mode: Cruise. It’s the same gameplay progression system, just with the added bonus of VR. Much like OG DriveClub, there’s a fully fleshed out campaign to work through: you’ll race in events to gain stars, take on challenges, and compete in championships. Honestly, this VR business does strange things to a man’s mind. You get a better sense of depth that allows you to judge those tight turns more accurately, and flying past an opponent for the first time had me looking left and giving the finger before I realised I’m sitting in my living room, not in my car on the autobahn. The VR aspect of DriveClub is more than just a tacked-on gimmick. I found this to be the optimal way to play and it really got me into the game, so much so that I’d look down at the gearstick when I heard the engine hit that ‘sweet spot’ before gear changes, but gear changes happen automatically… Still, I was very impressed, even more so when I was nipping around corners and instinctively checking my mirrors for the competition. You can play the game with the traditional controller configuration, or you can go into the settings and change the controls so that moving the DualShock 4 left and right mimics the movement of the wheel. Granted, I didn’t use a proper wheel, though I did manage to do alright with the next best thing: the DualShock 4’s motion controls. Once I’d gotten over the VR sickness (this may vary between players,) I was having a whale of a time. I was free to shove my head through the window (though no shattering glass, unfortunately) and I was free to get down on my knees and really inspect the pedals. I was free to look behind me and see the empty seats. I spent my first few minutes just looking around and seeing what the limits were there were none. You can poke your head around the inside of a car and really have a good nosey at what’s going on. See, unlike regular DriveClub, DriveClub VR places you directly in the game – so long as you opt for the cockpit view and not the third-person camera. In fact, I’d go as far to say that it’s very good. To be fair, this was my first ever proper play of a game in virtual reality, and while the first couple of hours involved lots of heaving and throwing up my dinner, I came away a changed man. Then I hit the accelerator and things took a turn for the worse. At first it was full of splendor as I looked around my car, poked my head out the window, and even tried to grab the dashboard instinctively. As I mentioned briefly in my review of the PlayStation VR, DriveClub was my first foray into virtual reality racing. That’s how I’d sum up my first couple of hours with DriveClub VR. Help TeamVVV grow by supporting us on Patreon: Lots and lots of vomit. Check out the Driveclub hardcore handling in action below. It may not revolutionise the game but the hardcore handling option was certainly welcome by us and we did get some more fun out of Driveclub as a result of it. We also needed to brake earlier to get the speed down in time for the turns using about half the braking pressure as we would compared to the standard handling model. Using the hardcore handling mode we noticed immediately the lack of grip in the rear tyres as the BMW tended to get its rear end out through turns. The Own Town 01 track features lots of undulation and we felt it was an enjoyable track with a pleasant flow to it. The action takes place from the dashboard camera viewpoint and we are using the BMW M4. Our second Driveclub video featuring the new city tracks puts its focus on the Old Town 01 track configuration and we take part in two races, the first with the standard handling and the second using the hardcore handling model.
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