2441: That Racing Game I Always Wanted

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The more I play The Crew, the more I like it, and the more I’m surprised that it only got middling reviews which, consequently, led to it being one of Ubisoft’s lesser-known, less popular games. (Actually, I’m not at all surprised about middling reviews, because we all know how (in)accurate reviews are these days, and how meaningless scores are.)

Fortunately, Ubisoft doesn’t appear to have taken these middling reviews to heart and neither does the player base, as there always seem to be plenty of people online when I boot up The Crew, and its second expansion Calling All Units is due to hit in November.

The Crew is pretty much everything I’ve come to want from a racing game over the years, and very few games have successfully provided for these wants so comprehensively. In fact, I’d go so far as to say that The Crew is probably the only racing game I’ve played that ticks pretty much every single one of the boxes in my imaginary checklist for my “dream racing game”.

First up, let’s talk about the open world. I’ve been fascinated with the idea of open world driving games ever since I played Test Drive II on the Atari ST and wished that I could go off the predefined routes to explore. I never got to play it, but I was particularly enamoured with the idea of Test Drive III’s move to open environments, as primitive as they were with their early untextured 3D polygons. Then open world racing games actually became a thing with the Midnight Club and Need for Speed Underground series — the latter of which set in place a formula for the series that it hasn’t deviated from ever since.

The Club takes the concept of an open world racing game to an extreme level, offering a world that represents the entire United States. Unlike a full-on simulator, this depiction isn’t entirely true to life and is scaled down somewhat — you can drive from Key West to Miami in two minutes — but this makes sense for the purposes of fun. Real driving isn’t fun, largely because it still takes a very long time to get anywhere; video game driving, however, needs to be fun to keep people interested, and to this end The Crew provides an open world that is manageable in size but packed with enough hidden bits and pieces to make it well worth exploring rather than just proceeding from mission to mission.

The best thing about The Crew’s use of a miniaturised United States as its open-world setting is that it allows for a hugely diverse landscape. There’s the wasteland of Arizona. There’s the swampland of the Deep South. There’s the twisting, turning, tree-clad mountain roads of the central mountain states. And, of course, there are the various cities, each of which have numerous landmarks present and correct. It’s a delight to drive around and a pleasure to explore in search of data uplinks and hidden car parts.

So open-world driving is one box that The Crew ticks. What else do I want from a racing game? Well, as much as I’ve tried to enjoy the Gran Turismos and Forza Motorsports over the years, I came to the conclusion a while back that I’m just not a driving sim kinda guy. My taste lies with arcade-style handling a la Ridge Racer, in which it’s possible to slide sideways around a corner with just a hint of a tap on the brakes.

The Crew very much delivers in this department, and with some variety, too. Each car you get in the game can be specced out with different “classes” ranging from full stock (the basic model, no modifications) through “street” (tuned for street racing), “dirt” (more suited for rallying), “perf” (high-performance, particularly suited for street and circuit racing) and “raid” (super-strong and eminently suitable for complete offroading). Each of these specs feels very different to drive, too. The perf spec cars are fast and can pull off some impressive drifts, but don’t get much air if you fly off a jump and do not do at all well if you leave the tarmac. The raid cars sit high off the ground but provide an enjoyably bumpy ride as you ignore all the roads on the map and just leap over hills at every opportunity. The dirt cars get convincingly filthy and throw up dust clouds as you power them around unpaved roads, sliding sideways around corners like a pro.

It’s not at all realistic, in other words, but at no point is it trying to be. It wants to be fun, and by God it succeeds at that. I love driving in The Crew. It’s just fun to drive around the map, even without a mission. Throw in the fact that the missions are accompanied by dialogue and dramatic, cinematic-style music and you have an absolutely thrilling game.

Which brings us on to the story aspect. The Crew’s storyline is cheesy and stupid, just like The Fast and the Furious, but it’s entertaining and does its job. It has some good characters including some loathsome villains, and the protagonist (played by the ever-popular Troy Baker) does a good job of deadpanning his way through some genuinely amusing lines.

I’ve been hungry for a “driving game with a plot” ever since I learned of the existence of Racing Lagoon on the PS1, and endured the subsequent disappointment that it never got localised. (I understand that it was supposedly not that good in the first place, but I would have liked the opportunity to judge for myself.) Various games over the years have toyed with adding a plot — most notably EA’s Need for Speed series — but they always seem incredibly half-hearted, all but abandoning any attempt at storytelling once the game gets going.

The Crew is different, though. It keeps its plot flowing at a good pace, and you feel like you’re taking part in a Fast and Furious movie. As I say, it’s dumb and stupid, but it’s good dumb and stupid — the sort of summer blockbuster fare that would get you munching on your popcorn as if your life depended on it. It draws you in and makes you interested, and rewards progress through the game with satisfying (and impressively realistic) cutscenes.

Finally, there’s the “RPG” aspect of the game. The one thing I always liked about Forza Motorsport and Gran Turismo was the part where you earned money and bolted bits on to your car to make it better. Where that part fell down for me was in the tuning aspect, where the game expected you to understand how cars worked in order to fine-tune all the settings to their optimal levels. Fine for true petrolheads; less good for people like me who just want to power around a course and feel cool while doing it.

The Crew adopts an almost Diablo-esque loot system in which every event you complete in the game, big or small, rewards you with a part that you can either stock or equip on the car you’re currently driving. Parts come in bronze, silver and gold variants, with the gold versions naturally being considerably better than the bronze.

You don’t need to know what a “differential” is in order to enjoy this system, though, much as you don’t need to know exactly what the purpose of each piece of armour is in a loot-whoring RPG. Instead, each part simply affects one of your car’s core performance stats — acceleration, top speed, braking and grip — and contributes to an overall “level” for the car. The higher your car’s level, the better it is — and you can leave it at that if you so desire, or you can further customise and specialise your car by mixing and matching parts in order to emphasise a particular stat if you so desire. It’s a simple but effective system that allows even non-mechanically minded people to enjoy a feeling of progress and advancement without ever having to touch a gear ratio menu.

The Crew is marketed as an MMO but I must confess I haven’t dipped my toes into the multiplayer at all as yet. The story is enjoyable enough in single player — and feels like it’s been designed with single player in mind, with the possible exception of the “takedown” events, which would doubtless be much easier with four people — but it looks as if there will be more than enough things left to do in multiplayer once you reach the end of the story. It has its own “endgame”, if you will, which I can’t comment on with any authority just yet, but I’m interested to explore, particularly the “Summit” events that were introduced with the Wild Run expansion.

If you haven’t yet grabbed your free copy of The Crew from Ubisoft, you’ve got until October 11 to do so — head on over here to do so. What have you got to lose? And if you are already playing, do feel free to add me as a friend via UPlay — my tag there is “AngryJedi” — and send me a message if you want to try any aspect of the game’s multiplayer; I’m keen to give it a go!

2434: Crewsin’

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I’ve been spending some time with Ubisoft’s The Crew for the last few days. I actually picked it up shortly after release but didn’t play it all that much. With the recent announcement that the base game would be free throughout September (you can still claim a copy here at the time of writing) I thought I’d give it another go.

What is The Crew? Allow me to elaborate in video form, because I can.

I’m left wondering why I didn’t play The Crew more when it first released, because it occurs to me that it’s what I wanted from a driving game for quite some time: the elusive ideal of the “caRPG”, or an RPG with cars if you prefer less clumsy portmanteaus.

The Crew ticks all the boxes that I wanted. For one, it has a plot that is reasonably interesting and features some characters that, while a bit cliched, occasionally have some entertaining things to say — the protagonist offhandedly complaining to his FBI handler that he really wanted a shower because he’d been in his damn car for days was a nice bit of self-reference to the fact that The Crew doesn’t have any on-foot missions. The plot itself may be Fast and Furious-level nonsense, but it works in context.

Secondly, it has a levelling system that is actually meaningful. Unlike games such as Forza Motorsport, which largely seem to have a levelling system just to show how long you’ve been playing, The Crew’s levelling system actually works like one in a more conventional RPG — some gear is level-locked, your cars get more powerful as you level up and there’s an MMO-style “endgame” once you reach the cap, further improving your abilities by getting better and better loot.

Which brings us on to the third point. The Crew is also a loot-whoring game, which is something I never thought I’d say about a racing game, but it’s true. Any activity you complete rewards you with loot, with better results giving you better gear. You get immediate feedback on whether the gear is better or worse than your current setup by means of an “item level”-like system for each of your cars, and events have recommended vehicle levels so you never tackle anything that is going to be way too difficult for you.

In case you’re still not quite convinced about The Crew secretly being an RPG, well, there are different classes of cars, too. Fullstock cars are exactly as they came out of the garage. Street cars are modified street-legal cars for road races. Dirt cars are suitable for offroading and stunts. Raid cars are powerhouses that can take a beating and dish one out too. Perf cars are extremely fast. And there’s plenty more where that came from — even more with the Wild Run expansion, which adds several “extreme” specs to the list, too.

And then there’s the multiplayer, which to be honest I haven’t tried all that much yet. There’s a sort of passive multiplayer a la Test Drive Unlimited as you zip around the open world, occasionally passing other players by. You can queue up for PvP-specific missions. You can recruit people to help you out with story missions, which then have to be played fully cooperatively — race missions, for example, mean that your teammates just have to make sure that you win by fair means or foul, whereas missions where you have to wreck a fleeing vehicle are likely to be much easier with company.

And on top of all that, The Crew makes driving around its vast open world interesting by 1) having some lovely scenery and 2) scattering Project Gotham-style skill challenges around the roads, tasking you with everything from slaloming around markers to simply getting as far away from your start point as possible. Each of these reward you with loot and experience, making them the equivalent of “trash” enemies in a more conventional RPG.

I’m enjoying the game a lot. Handling is enjoyably slidey and arcadey, just how I like it, and there’s a ton of stuff to do, yet enough structure to ensure that you never get overwhelmed with too many options at any one time. And it feels like the best use of Ubisoft’s open-world formula to date, with plenty of hidden things to find that reward you with experience, loot and even hidden cars to uncover.

The Crew is free for the rest of the month on PC. Be sure to claim your copy here.

1782: The Crew: Project Gotham for a New Generation?

I wouldn’t say by any means that I’m a die-hard petrolhead, but I do enjoy a good driving game, with the emphasis on game. That is to say, I tend to find the more hardcore driving “simulations” such as Forza Motorsport and Gran Turismo to be hard going, slow paced and more difficult than is enjoyable; I’d much rather play something where the “correct” way to play is to fling your car sideways around a corner, not caring if you’re smashing street lights and fencing all over the shop, not worrying about fucking your car’s performance up after a few bumps and scrapes, not having to engage in anything even remotely resembling “sportsmanship” when racing against other cars, be they computer- or player-controlled.

One of the driving game series that I did find myself enjoying a whole lot over the years was Bizarre Creations’ Project Gotham Racing series, which actually began with the venerable (and awesome) Metropolis Street Racer on Sega’s ill-fated 128-bit console, the Dreamcast. Project Gotham as a whole occupied a curious middle-ground between serious sim and arcadey racer; on the one hand, you were racing real cars around realistic environments and it wasn’t really a “smash and bash” racer — in fact, Metropolis Street Racer even penalised you if you crashed too much, though this harshness was toned back a little in the later games, since they were already difficult enough — while on the other, you were flinging your car around with gay abandon, swinging its back end out whenever possible, darting between cone gates and playing chicken with upcoming walls as you tried to build up enough speed to actually leave the ground when racing down San Francisco’s hilly streets.

In other words, Project Gotham demanded some genuine driving skill, but also knew that people liked having fun in cars, too — the sort of fun that would quickly get you arrested were you to try it… well, anywhere, really. Project Gotham allowed a safe environment for you to hop into various high-spec sports cars (and a few low-end crap cars towards the beginning) and just have some fun. It was later taken to the next extreme by the rather wonderful commercial flop Blur, which combined Project Gotham’s semi-realistic racing (and real cars) with the stuff of pure fantasy — neon-coloured Mario Kart-inspired weapons that allowed you not only to race aggressively against your opponents, but to fire various explosive devices up their tailpipe, too. How sad that it wasn’t more of a success than it was.

But I digress. Today I’ve been playing The Crew from Ubisoft, a game that I’ve been cautiously curious about ever since I first heard about it a year or two back. Promising a (somewhat scaled-down) recreation of the entirety of the United States of America, a variety of different mission types and a strong focus on working together with actual, real-life other people, it sounded like a natural evolution of the direction racing games had been moving in for a while.

Need for Speed Underground 2 introduced us to the idea of a racing game set in an open world. And boy did it work well. It worked so well that pretty much every Need for Speed game since has had some variation on this formula, with you driving around a vast (and suspiciously geographically diverse) map to discover events, take them on and complete them — or just to drive around for the fun of it. These open worlds didn’t have the same level of detail about them as something like Grand Theft Auto, but they didn’t need to; you only saw them from behind your windshield, and you never left your vehicle, unlike in Rockstar’s classics. They did the job, though, and that was to provide you with an interesting environment in which you could get to know your car and the various roads, then challenge you with various events that would test your knowledge of both these things in a practical sense.

Later racing games played with this formula in different ways: Need for Speed Most Wanted had a strong emphasis on dramatic police chases, for example, while Need for Speed Hot Pursuit (the more recent version) actually allowed the choice of whether you were cops or street racers. Burnout Paradise, meanwhile, took that series’ typically exaggerated crashes and built a whole game mode out of them, where you’d have to crash and then bounce your car along the street for as long as possible, hitting as many things as possible along the way. (Oh, you could race a bit, too.)

The reason why I’m bringing up all these other games is that The Crew, so far, feels like an entertaining mishmash of all of them. It has Burnout’s crashcam, Project Gotham’s driving through gates and beating speed milestones, Need for Speed’s police chases. All of these different strands of DNA are very much apparent as you play, but for some reason it’s Project Gotham I keep thinking of as I play, even though they’re very different games; Project Gotham may have unfolded in realistic environments like The Crew does, but it took place entirely on enclosed courses rather than in open-world environments where it’s possible to find shortcuts and go off-piste.

I think it’s the variety of events which brings this to mind: most open-world racers in the last few years have included some sort of variation on the “race, destroy, time trial” formula, but The Crew adds a number of additional elements to the mix in the form of small, short skill challenges dotted around the various maps. Bringing to mind some of Project Gotham’s short but teeth-gnashingly difficult challenges, the skill tests task you with everything from remaining above 50mph for as long a distance as possible in a time limit to slaloming around posts. And, of course, just completing these tasks isn’t enough; there’s bronze, silver and gold levels of completion to take on, plus online leaderboards.

Perhaps the most interesting thing about the game, though, is the “co-op” multiplayer, as this adds a strange and welcome twist to the usual online racing formula. Instead of everyone jockeying for first position as usually happens — or, more accurately, the person with the best car screaming off ahead, never to be seen again, as everyone else fights for second — these events just require that someone wins. Everyone else’s job then effectively becomes ensuring that the computer-controlled racers don’t have the opportunity to catch the person who is screaming off ahead, hopefully never to be seen again; it becomes a team effort, and when it works, it seems like a whole lot of fun. Unfortunately, I’ve only had the opportunity to try event in this manner so far, but hopefully as more people pick up the game there’ll be more chances to enjoy the game the way it was clearly designed to be played.

The Crew is often described as an “MMO”, though at present that’s not altogether accurate. The execution is somewhat like Test Drive Unlimited, in which you’ll be driving around minding your own business and occasionally see other people in the area. When you reach an event, you have the option to “quick invite” anyone in the vicinity to join you, or you can pre-form a crew of up to four people to tackle challenges in a more organised manner. There don’t seem to really be enough players online as yet — at least not on the PC version — to make this feature shine as it should, but I’m interested to see how — or indeed if — it grows in the coming weeks.

Even if it doesn’t, the single-player offering seems fairly solid, and it has so far made a good start at fulfilling my wish of a racing game with a semi-decent story, so I’m intrigued to see what happens next. I’m also pleased to see the protagonist is a bespectacled, bearded Gordon Freeman lookalike rather than the usual self-consciously cool douchebags that usually populate this sort of game.

First impressions are pretty good then; more will doubtless follow very soon.