membran  (E-Mail nur eingeloggt Sichtbar) am 12.10.2016 16:16 Uhr
Thema: DriveClub VR Reviews rollen rein Antwort auf: Die Rasenmähermänner von Icheherntion
Embargo scheint vorbei. Sind noch nicht viele, aber die stehen dem alten DigitalFoundry Hype-Hands-On ziemlich entgegen (wir erinnern uns: [http://www.eurogamer.net/articles/digitalfoundry-2016-hands-on-with-driveclub-vr]).

Jetzt müsste man noch prüfen, ob die Reviewer die Grafik mit der üblichen TV-Grafik vergleichen oder die VR-Darstellung von PS:VR mit den entsprechenden PC-VR-Rennspielen.

Edit: Die PS4Pro Version soll doch ein wenig besser aussehen, ich hatte da zuletzt anderes gehört (kein PS4 Pro Patch für das Spiel), aber das hier ist von Ende September von einem der Devs:
[https://twitter.com/Rushy33/status/780421653012570112]
We haven't harnessed the full power of the PS4 Pro, but there will be a few more visual details enabled.



GAF Review Thread, wird laufend aktualisiert
[http://www.neogaf.com/forum/showthread.php?t=1292972]


Metacritic - 65
[http://www.metacritic.com/game/playstation-4/driveclub-vr]


Digital Spy – 1/5
[http://www.digitalspy.com/gaming/review/a810513/driveclub-vr-review-a-vomit-comet/]
Just to be clear: we've been playing and testing VR games for years now and we've only ever once felt physically sick whilst doing do. (Dying Light back in 2013, thanks for asking.) But it only took 30 minutes for Driveclub VR to make that twice.
However, what we've ended up with is far from the polished game that Driveclub is today, and anyone hoping for Evolution's last hurrah is going to be very disappointed indeed - especially when drawing comparisons between this and Project Cars on Oculus Rift.
We know that PS VR games won't stand up graphically to standard PS4 games, but with Driveclub VR you lose all sense of depth and clarity of the tracks that will feel very familiar to some of you. You can vaguely make out the mountains and the trees, along with the cities that you speed through, but because you're constantly trapped low-down in the cockpit or driver's seat of your vehicle, you'll pretty much miss all of it.
The combination of the graphical issues and the strange brightness, along with what was obviously not quite a high enough framerate, really sent us over the edge.
There's nothing quite like the feeling of having to rip the PS VR headset off mid-session to hurl up chunks of your breakfast, or having to spend the next hour feeling like the room is spinning.
It was frustrating enough reviewing the experience - we dread to think how angry we'd be if we'd just spent 30 quid on it...
Avoid.



Hobby Consolas [Spanish] – 80/100
[http://www.hobbyconsolas.com/reviews/driveclub-vr-analisis-juego-coches-ps-vr-69932?utm_source=Twitter&utm_medium=Social&utm_campaign=HC&utm_content=Noti]


IBTimes UK – 3.5/5
[http://www.ibtimes.co.uk//driveclub-vr-review-evolutions-ps4-racer-finds-second-wind-psvr-1585804]
Virtual reality racing has an enormous amount of potential. Racing games are often visual delights however, so what Driveclub VR lacks in this department is notable despite the sense of presence that makes it so fresh.


IGN Spain - 7.3/10
[http://es.ign.com/driveclub-vr-ps4/109685/review/driveclub-vr-analisis-para-playstation-4]


La PS4 - 60/100
[http://www.laps4.com/analisis/430797-analisis_driveclub_vr.html]


Push Square – 6
[http://www.pushsquare.com/reviews/ps4/driveclub_vr]
DriveClub VR has all of the features and functionality of its PS4 forebear, so you're guaranteed quality handling and plenty of content here. But the compromises made to get the virtual reality working strip the racer of its visual prowess, and its poor image quality can make it hard to see. There's no shortage of effort been invested here, but we can't help but wonder whether the rewards were worth all of the evident exertion.

***Diese Nachricht wurde von membran am 13.10.2016 09:15 bearbeitet.***
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