VIDEO | PC, PS4, Xbox One Friday, August 14, 2015 | 4:45 PM

Project CARS new rain video

Project CARS new rain video

It's been a while since the last time we spoke of Project CARS. Ever since it was released, the game has been improved with several updates and the latest one just hit Steam, with better rain effects on the windshield among other things. The two console versions should also get the patch in the following hours. Check out our video inside to see the rain in action.


Patch content



New & Enhanced Feature Summary

* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.

Online

* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.

Time Trial

* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’

Pitting, Tuning, Setups, Strategy

* Enhanced Setup and Pit Strategy system:
- Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.

Physics & AI

* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.

Cut Track / Off Track System

* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.

Career

* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- GT3: Bentley Continental GT3
- LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.

Audio

* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.

GUI, HUD, Telemetry

* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.

Replays

* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.

Controls & FFB

New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

Fixed:

* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.

Vehicles

* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.

Tracks

* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.

Oculus Rift

* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.

General

* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* Added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* Fixed an issue with Real-time weather not working.

Let it rain

All comments

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Commented on 2015-08-14 16:58:13
Rain on windscreen is subtle and effective, exactly how it should be and similar to Forza 6.. not the "car wash" effect found in DC. The standing water on inclines though lol?? Just cant get into PC cars.. for me its a bland racer that for the most part still has tons of bugs and glitches that havent been fixed.
Commented on 2015-08-14 18:14:50
look at that patch list.....amazing how some folks have been playing perfectly fine with no bugs since release --'

The gauges are flickering as hell on the video. Very nice driving, I hate those imaginary tracks....
Commented on 2015-08-14 18:16:46 In reply to Executioner_UK
Posted by Executioner_UK
Rain on windscreen is subtle and effective, exactly how it should be and similar to Forza 6.. not the "car wash" effect found in DC. The standing water on inclines though lol?? Just cant get into PC cars.. for me its a bland racer that for the most part still has tons of bugs and glitches that havent been fixed.
DC has different amounts of rain depending on the weather. It's also all physics based so it looks a lot more realistic.
Commented on 2015-08-14 18:32:34 In reply to GenGrievous
Posted by GenGrievous
DC has different amounts of rain depending on the weather. It's also all Playstation4-based so it looks a lot more realistic.
Fixed that up for you. :)

And rain in racing games is the new lens flare.
Commented on 2015-08-14 18:39:49
Better than previous rain but still looks ugly in comparison to Froza 6 or DC.
Commented on 2015-08-14 19:07:08
It looks like little snakes crawling up the wind screen lol
Commented on 2015-08-14 21:01:38
That is quite a set of patch notes.
Commented on 2015-08-15 15:13:00
My god, I can't get over how much people talk about these childish ass silly effects like rain on the windshield. Does it improve the gameplay at all? Are all or most of the races in the rain? Kills me when pile of shit games get too much attention simply for being exclusive and having bells and whistles that fan boys can argue about but never actually enjoy playing.
Commented on 2015-08-15 19:56:27 In reply to Nietzsche
Racing games is one of the few genres where weather does directly affect gameplay though...
Commented on 2015-08-15 22:01:14
Good to see they are supporting and trying to fix issues. Weather looks decent too. Moreover it is dynamic so it start with drizzle , increase during the race so tires needs to changed too from inters to full wet etc. F1 2015 has better rain and does it well. Forza6 I am not sure does the same ? They got water on track and the rain but does it vary during the races. I think it will remain same the whole duration.

DC is not a sim and 30fps but obviously it looks most impressive by good margin.
Commented on 2015-08-15 22:42:13 In reply to Nietzsche
Posted by bleachedsmiles
Racing games is one of the few genres where weather does directly affect gameplay though...
Posted by Nietzsche
My god, I can't get over how much people talk about these childish ass silly effects like rain on the windshield. Does it improve the gameplay at all? Are all or most of the races in the rain? Kills me when pile of shit games get too much attention simply for being exclusive and having bells and whistles that fan boys can argue about but never actually enjoy playing.
PCars whole idea is to simulate what happens during a motorsport weekend. Races not being run in rain in the majority isn't the point. The point is, weather has and will always affect outdoor motorsport strategy. Just the threat of weather can change a teams strategy. Ayrton Senna, famously used to drive his go karts many many times in the rain in Brazil. Reason being his first competitive race in rain, his description, "It was a complete joke"

Weather in PCars runs the most of possile weather conditions you might find in a race dynamically.

Having rain or the threat of it definitively improves gameplay if aiming to simulate a race weekend, imo.

It doesn't have to be in a sim but there is a reason Forza 6/GT series implements some sort of weather.

Apologizes bleachedsmiles, I'm on ps4 and I accidently quoted you.
Commented on 2015-08-16 06:47:46
I was talking about the windshield effects, not the gameplay aspect which obviously is a different matter. Arguing about what rain drops on glass look best in what game, as if this is actually something to make the game noticeably better is what I find laughable. I think weather period in racers is over rated but I realize it does add more depth (but only if done right).
Commented on 2015-08-16 08:51:29 In reply to Nietzsche
Posted by Nietzsche
I was talking about the windshield effects, not the gameplay aspect which obviously is a different matter. Arguing about what rain drops on glass look best in what game, as if this is actually something to make the game noticeably better is what I find laughable. I think weather period in racers is over rated but I realize it does add more depth (but only if done right).
Ahhh, ok, I understand now. You are correct about the rain graphics. My apologies.
Commented on 2015-08-16 16:59:24 In reply to Executioner_UK
@executioner, stop talking rubbish. Driveclub has a complete weather system, unmatched by any other racer.

https://www.youtube.com/watch?v=h-0SHg8Xrwc

Very heavy rain.

Driveclub also has light rain.

It's a fully dynamic system.
Commented on 2015-08-16 22:18:11 In reply to xgei8ht
Posted by xgei8ht
@executioner, stop talking rubbish. Driveclub has a complete weather system, unmatched by any other racer.

https://www.youtube.com/watch?v=h-0SHg8Xrwc
Wow! That smooth frame rate from DriveClub, the updates also seemed to have added a ton more realism with the framerate bump!

Quite neat.
Commented on 2015-08-16 23:02:54
It's still no driveclub, but then what is. Lol.

Given that games 30fps which alows for far more visual niceties, i'd be surprised if anything touches that game for the rest of the gen tbh. Especially in regards to it's real time, dynamic weather and lighting system.
Commented on 2015-08-17 00:09:24
Plenty of games will look better in daylight or night, the only time driveclub looks really great is during wet conditions. Hence why it's weather is the only aspect of the game people ever have to boast about lol.
Commented on 2015-08-17 02:14:06 In reply to KORNdog
Posted by KORNdog
It's still no driveclub, but then what is. Lol.
.
Lol just about every other racer ever!
Commented on 2015-08-17 08:06:46
I must agree on that DC. I admit I'm a huge fan of DriveClub. This racer is really superior. Not realistic, but still veeery challenging and visuals are flawless. I'm Procejt CARS is great, but the rain is just joke in comparison with DC.
Commented on 2015-08-17 12:08:15
lol, talk about cherry picking haha.
Commented on 2015-08-17 13:12:36 In reply to mehdino1
I usually don't care about AA much. Of course there are certain daytime conditions, where the aliasing is more visible, but still....nothing comes close. :-) You know...when Your screen wipers just blur the water over Your windshield and it deforms all the tail lights of all these cars + reflections and I don't know what else....I'm in heaven. :-) But damn....I would like to see an option to increase the wipers speed, because some rain races are damn difficult if You are not familiar with the track. Take Koenigsegg and rain and You are in trouble. :-)
Commented on 2015-08-17 14:44:34 In reply to mehdino1
Lol thats what im talking about.. DC really is a piss poor racer.. its a pity you didnt capture the quality of the jaggies too.. I bought it because id heard so much about the "stunning" visuals.. played it for a few hours then binned it off because it was so bad.. its why i laugh when i see certain people defend it against other racers when they havent even played all of them.. i have, and DC is shite in comparison..
Commented on 2015-08-17 16:10:53 In reply to KORNdog
Seems about par for the course for most racers not protected by photo mode.
Posted by KORNdog
lol, talk about cherry picking haha.
Care to cherry pick some direct screenshots then?
Commented on 2015-08-17 16:39:14 In reply to Executioner_UK
And it's always fun, how others are trying to show, how bad the game is. You know, we all like different kind of games and that's all about it. So no need to get too emotive. :-)
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