The cars still handle well, and work has clearly been done to make the AI feel less like an immovable object during contact. The game still supports DualShock 4 just fine, though there is also wheel support that's probably even more immersive, though that wasn't tested in the scope of this review. DriveClub VR still holds the line between simulation and arcade, though you can change your steering options for a more challenging experience. These are neat additions that help add value to the VR experience and even the base game. Two new modes aimed specifically at virtual reality are also thrown in: Cruise Control allows you to simply explore the tracks without opponents or a running clock, while Virtual Passenger lets you watch replays of races from the passenger seat. There's actually 5 new Urban locales that brings the total number of track variations to 114. It's a treat to get a content-packed triple-A release at launch of a VR platform, which is usually dominated by smaller and more gimmick-focused experiences.īut there are new goodies as well. All of the tracks are included as well, and the 80 cars are all fully modeled and explorable in VR from any view angle. For a complete breakdown, look back at my DriveClub review. The game's content remains unchanged - you've got a decently long career mode, multiplayer options, and challenges - as you level up your profile, unlock new cars along the way, earn affinity with manufacturers and so on. This is in fact the complete DriveClub title, as you may remember it from the original release. With DriveClub VR, you're not simply getting an off-shoot experience that some of the other VR launch titles have opted for.
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