"Gran Turismo 5 and Need for Speed: Shift were messes in my eyes for a number of reasons, but a big sticking point was how the results of my driving felt disconnected from the game’s feedback. The cars would look like they were moving relatively slow and upon getting to a corner, while hitting the breaks I would find myself flying off the track sideways and crashing into the wall. Upon which I’d lose 1st or 2nd place and never be able to catch up for the rest of the race. It wasn’t that my skill weren’t enough to pull off the maneuvering necessary, but that I felt I was and the game said otherwise.
This same story happened over and over in Driver: San Francisco, and this time in crowded city streets. However, instead of wanting to break something I found myself thinking “totally freaking sweet.” Why? It’s all in the presentation."
Immersed Gamer writes: "Ubisoft came out with the announcement that some of their classic titles are shutting down their servers. While this is not entirely surprising, the next bit is quite shocking. As Ubisoft states in regard to many of said classic games, “additionally, the installation and access to DLC will be unavailable”.
The wording is a little vague, so the actual paid DLC could be safe. But it doesn’t change the fact that multiplayer modes of Assassin’s Creed Brotherhood, Rayman Legends, and Driver San Francisco will surely be missed. Especially since no alternative exists in many of those cases. This happens to unveil right next to our story where I essentially beg Atlus to port SMT to modern consoles alongside Persona.
Seems like videogame preservation is on the down-low…"
And you want us to go all digital? This is the bull sh*t that makes me apprehensive to an all digital future. You corpo guys don’t understand game preservation or it’s importance.
Companies who withdraw support should be legally made to patch games to enable the 'owner' to create and host their own MP lobbies. This is theft
From VG247: "When cars slide, they leave tyre marks. In a game like Driver, they’re an aesthetic touch, part of the inherent cool of a handbrake turn. But those dark shadows in the road also tell a story. From tyre marks, you can determine the speed of a vehicle, when it started to skid, and its ultimate direction of travel – long after the car itself has vanished into the distance."
Why did they stop making some of the best games ever? Driver was one of them.
A story driven game with pure driving gameplay. I'd love to see a new Driver game or a remake of the first one.
Player 2's Matt Hewson looks at five games from his past that seem to have been forgotten by the masses and perhaps deserve a second look.
The first paragraph of this article shows clearly to me you have no idea about driving sim games.
Sounds to me like this person has no business playing driving sims at all in the first place.
So basically you're terrible at racing games and because of this think they are bad. You are a mug.