rec.autos.simulators

Driver review (PC version)

Tempor

Driver review (PC version)

by Tempor » Sat, 11 Sep 1999 04:00:00

Just like I said in this NG, Driver is a disappointment on the PC, Midtown
Madness is a better game, and this review pretty much backs up my views.
http://www.racesimcentral.net/

I'm going to give this game a pass. I don't care if the thing has stellar
force feedback if the game is ugly to look at and the driving physics is so
stiff, plus those boxy cities with nothing but sharp right angle turns.

Tim (fusio

Driver review (PC version)

by Tim (fusio » Sun, 12 Sep 1999 04:00:00


>Just like I said in this NG, Driver is a disappointment on the PC, Midtown
>Madness is a better game, and this review pretty much backs up my views.
>http://www.gamespot.co.uk/pc.gamespot/driving/driv_uk/review.html

I love the demo. The review wasn't too harsh... 7.5 out of 10.
The fact that somebody has already produced a great mission editor
shows that the game is open ended. Hopefully, they'll be a lot of
great car hacks/add-ons like for SCGT.

As far as 90 degree turns go, the city in Driver reminds me of a local
boro near me. Lots of one way streets, and sure enough, 90 degree
turns. If there are more open environments that still have the same 90
degree turns I'll be a little disappointed.

Tim

SCHU

Driver review (PC version)

by SCHU » Sun, 12 Sep 1999 04:00:00

its a dissapointment.... but then SCGT was similar, i mean the out of the
box version of SCGT is nothing like the version on my hard drive. what i
mean is people will finish waht the programmers couldn't and improve the
game! (hopefully:)

--
===========================================
Regards, SCHU.

Not yet open, but soon to be opened... my Schumi site!
===========================================


Tempor

Driver review (PC version)

by Tempor » Sun, 12 Sep 1999 04:00:00



> >Just like I said in this NG, Driver is a disappointment on the PC,
Midtown
> >Madness is a better game, and this review pretty much backs up my views.
> >http://www.gamespot.co.uk/pc.gamespot/driving/driv_uk/review.html

> I love the demo. The review wasn't too harsh... 7.5 out of 10.
> The fact that somebody has already produced a great mission editor
> shows that the game is open ended. Hopefully, they'll be a lot of
> great car hacks/add-ons like for SCGT.

> As far as 90 degree turns go, the city in Driver reminds me of a local
> boro near me. Lots of one way streets, and sure enough, 90 degree
> turns. If there are more open environments that still have the same 90
> degree turns I'll be a little disappointed.

If it's anything like the Miami city in the demo, it nothing but 90 degrees
turn. You can draw the whole city on graph paper.
And if it anything like the demo, there will be artificial barriers (who the
hell barricades their home with a concrete wall with no door to get out
and barricade the entire city with bushes?) and no open environment, just
the road and the sidewalk, because of said artificial barriers.
The great thing about MM is "If you see it, you can drive there." and you
can drive off the roof or elevated floor of some buildings in MM.

- Show quoted text -

Zoll

Driver review (PC version)

by Zoll » Mon, 13 Sep 1999 04:00:00

IMO the flaws in Driver are the very arcadish physics model and (judging
from the demo, maybe retail is better) the lousy reaction to a steering
wheel.
I don't think people can improve that.

CU
Zolli,
who still hopes GT will improve that.

Dan Belch

Driver review (PC version)

by Dan Belch » Mon, 13 Sep 1999 04:00:00

The physics are supposed to be arcadish, it's an arcade type game, not a
sim....  ;)

Dan Belcher
Team Racing Unlimited

Wolfgang Preis

Driver review (PC version)

by Wolfgang Preis » Mon, 13 Sep 1999 04:00:00



>>Just like I said in this NG, Driver is a disappointment on the PC, Midtown
>>Madness is a better game, and this review pretty much backs up my views.
>>http://www.gamespot.co.uk/pc.gamespot/driving/driv_uk/review.html

>I love the demo. The review wasn't too harsh... 7.5 out of 10.
>The fact that somebody has already produced a great mission editor
>shows that the game is open ended. Hopefully, they'll be a lot of
>great car hacks/add-ons like for SCGT.

>As far as 90 degree turns go, the city in Driver reminds me of a local
>boro near me. Lots of one way streets, and sure enough, 90 degree
>turns. If there are more open environments that still have the same 90
>degree turns I'll be a little disappointed.

If you look at the first screenshot in the review, you see a winding
mud road - no right angles there. The driver engine obviously has its
limitations, but since you can *drive* at other than right angles, it
shouldn't be too complicated to create roads accordingly.

I just hope that the controller setup for the final version is
improved. With the twitchy steering, digital gas pedal, and
brake/reverse in one, I find the car uncontrollable with my wheel. I
prefer driving even the new demo with keyboard input when this
steering setup is the only alternative.

--
Wolfgang Preiss   \ E-mail copies of replies to this posting are welcome.


Ronald Stoeh

Driver review (PC version)

by Ronald Stoeh » Mon, 13 Sep 1999 04:00:00

Zolli schrieb:

For an arcade racer this has to be the best physics model simulating
bouncy US family coaches (even if they look like a sports car ;^).

l8er
ronny

--
The box said "Windows 95 or better", so I installed LINUX!

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

Ronald Stoeh

Driver review (PC version)

by Ronald Stoeh » Mon, 13 Sep 1999 04:00:00

Wolfgang Preiss schrieb:

Same here. Maybe some tweaking of the wheel setup would help?
Have to check it out.

l8er
ronny

--
The box said "Windows 95 or better", so I installed LINUX!

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

Tempor

Driver review (PC version)

by Tempor » Mon, 13 Sep 1999 04:00:00




> >>Just like I said in this NG, Driver is a disappointment on the PC,
Midtown
> >>Madness is a better game, and this review pretty much backs up my views.
> >>http://www.gamespot.co.uk/pc.gamespot/driving/driv_uk/review.html

> >I love the demo. The review wasn't too harsh... 7.5 out of 10.
> >The fact that somebody has already produced a great mission editor
> >shows that the game is open ended. Hopefully, they'll be a lot of
> >great car hacks/add-ons like for SCGT.

> >As far as 90 degree turns go, the city in Driver reminds me of a local
> >boro near me. Lots of one way streets, and sure enough, 90 degree
> >turns. If there are more open environments that still have the same 90
> >degree turns I'll be a little disappointed.

> If you look at the first screenshot in the review, you see a winding
> mud road - no right angles there. The driver engine obviously has its
> limitations, but since you can *drive* at other than right angles, it
> shouldn't be too complicated to create roads accordingly.

That winding mud road is just a texture on a flat road, from what I see from
the picture. I'm talking about a real winding road by architecture, which MM
has.

> I just hope that the controller setup for the final version is
> improved. With the twitchy steering, digital gas pedal, and
> brake/reverse in one, I find the car uncontrollable with my wheel. I
> prefer driving even the new demo with keyboard input when this
> steering setup is the only alternative.

> --
> Wolfgang Preiss   \ E-mail copies of replies to this posting are welcome.

cancellation


warned.
Wolfgang Preis

Driver review (PC version)

by Wolfgang Preis » Fri, 17 Sep 1999 04:00:00



>> If you look at the first screenshot in the review, you see a winding
>> mud road - no right angles there. The driver engine obviously has its
>> limitations, but since you can *drive* at other than right angles, it
>> shouldn't be too complicated to create roads accordingly.

>That winding mud road is just a texture on a flat road, from what I see from
>the picture. I'm talking about a real winding road by architecture, which MM
>has.

Now, where exactly are the real winding roads in MM? There are
non-90-degree angles, sure, and there are elevation changes - both of
which are missing from the Driver demo (wait, there are elevation
changes at the bridges) -, but no real curves either.

You don't have to look too closely to see that the MM streets are made
of *very* large polygons - one can easily count the segments of the
entire semi-circular highway. It's not a curve, it's
straight-corner-straight-corner-straight etc. etc.

A 'real' winding road, IMO, has to be made up of so many polygons that
the user is fooled into believing that there are no polygons at all.

--
Wolfgang Preiss   \ E-mail copies of replies to this posting are welcome.


Tempor

Driver review (PC version)

by Tempor » Sat, 18 Sep 1999 04:00:00




> >> If you look at the first screenshot in the review, you see a winding
> >> mud road - no right angles there. The driver engine obviously has its
> >> limitations, but since you can *drive* at other than right angles, it
> >> shouldn't be too complicated to create roads accordingly.

> >That winding mud road is just a texture on a flat road, from what I see
from
> >the picture. I'm talking about a real winding road by architecture, which
MM
> >has.

> Now, where exactly are the real winding roads in MM? There are
> non-90-degree angles, sure, and there are elevation changes - both of
> which are missing from the Driver demo (wait, there are elevation
> changes at the bridges) -, but no real curves either.

There are no 'real' curves by architecture in ANY game at the moment. The
only games that are
beginning to have real curves are Quake 3 and probably Unreal Tournament.

...like the way it's done in EVERY game!! Beside Q3 and UT, what other game
doesn't employ that straight-corner method???
Bottom line, the road aren't straight in MM, they turn and bend, there are
other turns beside 90 degrees intersections,
unlike the pefect straightaways as far as the eye can see in the cities of
Drive until you hit a sharp 90 degrees corner.

Not true, just look at the curved surface/architecture of the Q3 map in the
Q3test. If Quake Rally ever comes for Q3,
we will see true winding roads.

> --
> Wolfgang Preiss   \ E-mail copies of replies to this posting are welcome.

cancellation


warned.

rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.