Driveclub race

Above: An overhead shot of about $1 million of digital cars racing

Image Credit: Evolution Studios

Driveclub

For Driveclub, I spoke to game director Paul Rustchynsky of Evolution Studios.

The Numbers

Out Oct. 4 for the PlayStation 4 for $60.

Unique Features

Versatility is the key for Rustchynsky. While the game does feature competitive features like leaderboards and time trials, he said it’s important that Driveclub not be too intimidating or off-putting. Players should be able to race and win on their own terms.

Rustchynsky also emphasized the title’s namesake: it’s driving clubs. He hopes that this team-first mentality will drastically change how players approach races. Striving for first is less important, Rustchynsky said, because earning the most possible points for your team should be the first objective. The better your team scores, the more cars and customization assets they will unlock.

Like Project Cars, Driveclub features track racing — not an open-world concept.

Driveclub also features a free version open to PlayStation Plus members. Rustchynsky said that this version enables players to try out a huge chunk of the game before purchase.

Cars

Like the Forza lead, Rustchynsky was forthright with a number. Driveclub will offer 50 cars to choose from on the disc, with more free cars each month. The free PS Plus edition will have 10 free cars.

Unlike Forza, Driveclub’s customization options only focus on preset aesthetics. Rustchynsky said that you can outfit each car with predetermined paint and design layers, but Driveclub does not feature a full-on editor. Players can also adorn their vehicles with accolade badges earned through various challenges.

Club leaders can also set a base design for every car in their club, Rustchynsky said.

Driveclub will have no tuning options. When asked why, Rustchynsky explained that he wanted a level playing field for all players where every car ran exactly how its real-life counterpart would.

Why should people buy your game over the competitors?

Rustchynsky: What makes a really good driving game is the handling model, and Driveclub excels at this.

There are other things that make a great game, but there’s nothing to stick around for if the handling model isn’t great. We have really nailed it. Everyone will thoroughly enjoy it. You can add as many features as you want, but the racing has to be fantastic, and that’s what we’ve done. Our gameplay rules out.

Screenshots