
You probably know how it works: Win races, earn experience, increase your level. You start the game with a list of slightly faded out cars, which you unlock by leveling up. These are moments to be savored as you see your latest four-wheel acquisition roll out of a showroom, beautifully lit and making you feel like you've achieved something. I'm not even going to think back that far.įirst of all, winning cars should be an event. DriveClub's single-player mode is perhaps the biggest lost opportunity since. Both aspects of the Forza franchise have been exploring this organizational structure to great effect recently, and I wanted to find similar innovation here as well. I hoped the game would bring new racing formats, with exciting and dynamic options that would make the action rewarding and involving. Maybe I set them too high? That's something I'll be trying to reconcile as I write this review, because to me, DriveClub has somehow snatched defeat from the jaws of victory, and fallen short. Coming into this review, I had high expectations.

It didn't quite feel as visceral as the prior year's version, but it looked far better and was just as much fun to drive.


Forza Motorsport 5 and Gran Turismo 6 were both on display, yet DriveClub more than held its own, and I walked away highly impressed.Įarlier this year, I had a second helping of Evolution Studios' new racer, experiencing a demo that showed the game was clearly benefitting from the extra development time it had been given. DriveClub surprised the crap out of me at E3 2013, which was a fine vintage for racers. Only a few weeks ago, I nominated DriveClub as potential Game of the Year.īased on my first two encounters with the game, I was feeling pretty confident in my assessment.
