


With a generous slate of content, DriveClub has managed the transition to two wheels with gusto. There are leaderboards integrated into practically every facet of the title, and online multiplayer is also available – though the events only appear to include team races at the moment and no time trials. Throughout all of this you’ll be accruing fame points, which you’ll not only use to increase your own level, but also that of your six person club.

You can also create and tackle challenges, then forward them on to your buddies to complete. Mini-objectives pop up while you’re on the road, and pit you against friends or total strangers. Speaking of which, all of that functionality works as intended now. It’s also worth mentioning the sprints, which take teensy portions of track and tempt you to master them – a great fit for the title’s lightning fast load times and social features. Much of the content is the same – you’ll engage in races or time trials with three tier objectives – but a new game type sees you performing wheelies, stoppies, and all of that good stuff in order to accrue points. To be fair, though, this is DriveClub not CrashClub, and the game’s built around mastering the intricacies of each event rather than playing bumper bikes. In fact, it’s quite hard to crash in general: bumping into a wall will slow you down but will generally keep you upright – and when you do fall off, you’ll be restarted without witnessing any of the drama of your collision. The one disappointment is that there are no crash animations, which seems to have influenced the way that the vehicles control turning a little too sharply into a slippy bend at high speed should, in theory, force the wheels to give way, but Evolution Studios seems to have really increased the traction to prevent it from having to contend with such situations.

Sure, it can be frustrating when you come up against the unexpected – but it forces you to learn the tracks that you’re trying to conquer.
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These can be minor – like a tiny crack in cloud cover – but when you’re moving at over 150mph, a single stray sunray can be the difference between a clean lap and crashing into a wall. It’s these almost random variations in precipitation, cloud cover, and lighting that have helped give the game its longevity there are 78 tracks in total, but climate changes bolster that number by giving you an almost infinite number of challenges to contend with. And that sense of speed can be frightening, as you chop a hairpin bend on the gloomy Scottish highlands with rain lashing your helmet and lightning lapping the not-so distant skyline. While the game certainly would be better with a swifter refresh rate, the sense of speed in this add-on borders on overbearing – it rivals racers like WipEout at its most intense. There was much condemnation of DriveClub’s decision to opt for 30 frames-per-second prior to release, but we reckon that the Runcorn-based developer’s proved its critics wrong.
