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the_crew [2024/11/26 20:37] ultracomfythe_crew [2026/01/13 10:36] (current) – external edit 127.0.0.1
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 {{page>Templates:video_games}} {{page>Templates:video_games}}
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 +~~Title:The Crew~~
 +<WRAP centeralign>Video Games/Racing/\\
 +<fs xx-large>The Crew</fs></WRAP>
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-<fs xx-large>The Crew</fs> is a mediocre at best 2014 racer developed by Ivory Tower and published by [[Ubisoft]]. It's up there on the list of jankiest racing games that I have played (and that list includes [[Moorhuhn Kart 2]]) - and it's really fun. I always loved cruising around in the 1:36 recreation of the [[United States of America]] jam packed with long straights to speed through, evading cars, then curvy sections that require braking accuracy, and dealing with the whacky geometry issues and general physics jank that produce the funniest interactions, at times [[https://www.youtube.com/watch?v=D9-TvR4RBW8|randomly flinging you across the map]] as you reconsider your life choices. The physics of The Crew are very "bumpy", which means lots bouncing off objects and taking airtime. For example, if one wants to take the racing line around corners in The Crew's urban environments then one will be cutting over sidewalks. Sidewalks in The Crew are slightly elevated and will add upward momentum to the vehicle. Most low hanging cars will actually briefly lose contact with the ground because of this, which means the player will have pre-empt some of the turning so that once the car regains contact to the surface it steers and brakes more. Braking early and drifting into the sidewalk to fly past the corner into the perfect race line around it is extremely satisfying, and the game is littered with these things. Even the off road cars that handle surface height differences more easily will gain that upward momentum, which reduces their grip slightly, briefly.\\+The Crew is a mediocre at best 2014 racer developed by Ivory Tower and published by [[Ubisoft]]. It's up there on the list of jankiest racing games that I have played (and that list includes [[Moorhuhn Kart 2]]) - and it's really fun. I always loved cruising around in the 1:36 recreation of the [[United States of America]] jam packed with long straights to speed through, evading cars, then curvy sections that require braking accuracy, and dealing with the whacky geometry issues and general physics jank that produce the funniest interactions, at times [[https://www.youtube.com/watch?v=D9-TvR4RBW8|randomly flinging you across the map]] as you reconsider your life choices. The physics of The Crew are very "bumpy", which means lots bouncing off objects and taking airtime. For example, if one wants to take the racing line around corners in The Crew's urban environments then one will be cutting over sidewalks. Sidewalks in The Crew are slightly elevated and will add upward momentum to the vehicle. Most low hanging cars will actually briefly lose contact with the ground because of this, which means the player will have pre-empt some of the turning so that once the car regains contact to the surface it steers and brakes more. Braking early and drifting into the sidewalk to fly past the corner into the perfect race line around it is extremely satisfying, and the game is littered with these things. Even the off road cars that handle surface height differences more easily will gain that upward momentum, which reduces their grip slightly, briefly.\\
 When not going around corners, the player will be going fast, and given the right car they will be going 400km/h fast. Every car, even the slower ones, seem to have //just// the right amount of handleability, the cars always feel responsive but always not so good that avoiding traffic becomes easy. Collision physics in the game are quite janky in general, but one actually gets used to it as some point and plans around it/uses it to ones advantage. It's an engaging experience in its own right.\\ When not going around corners, the player will be going fast, and given the right car they will be going 400km/h fast. Every car, even the slower ones, seem to have //just// the right amount of handleability, the cars always feel responsive but always not so good that avoiding traffic becomes easy. Collision physics in the game are quite janky in general, but one actually gets used to it as some point and plans around it/uses it to ones advantage. It's an engaging experience in its own right.\\
  
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 So, you've got your most average racer ever, perhaps even below average because of how boring the cars handle. Crappy story, mediocre progression system, acceptable multiplayer. It's why I say in the lead and [[https://steamcommunity.com/id/ultracomfy/recommended/241560|my own review of the game on Steam]] that it is "mediocre" and should be avoided. I believe that the average person probably will not appreciate the //specific facets// of the game that I like. Because, I like the game mostly for very specific, hard-to-put-into-words things. I guess the best way to put it is "I like it because of it's sandboxy feel". //I// like the game because the world and the physics are built in a way that encourage experimentation. The game encourages you to take skips over a grass field or even entire mountains. So, you've got your most average racer ever, perhaps even below average because of how boring the cars handle. Crappy story, mediocre progression system, acceptable multiplayer. It's why I say in the lead and [[https://steamcommunity.com/id/ultracomfy/recommended/241560|my own review of the game on Steam]] that it is "mediocre" and should be avoided. I believe that the average person probably will not appreciate the //specific facets// of the game that I like. Because, I like the game mostly for very specific, hard-to-put-into-words things. I guess the best way to put it is "I like it because of it's sandboxy feel". //I// like the game because the world and the physics are built in a way that encourage experimentation. The game encourages you to take skips over a grass field or even entire mountains.
  
-{{ youtube>HXXAUEXxla4 |Live Improv by ULTRACOMFY}}+ 
 +{{youtube>HXXAUEXxla4| Live Improv by ULTRACOMFY}} 
  
 Really, just watch the video and pay attention to the minimap to see what the game //suggested// is the route I should take versus what I ended up actually driving, ehem, "driving". Now, this was a major example, worthy a YouTube upload, but for me essentially the game is just series of much smaller of these optimizations, and it's in figuring out and executing these optimizations that I find a lot of fun (beyond just the general racing experience). Really, just watch the video and pay attention to the minimap to see what the game //suggested// is the route I should take versus what I ended up actually driving, ehem, "driving". Now, this was a major example, worthy a YouTube upload, but for me essentially the game is just series of much smaller of these optimizations, and it's in figuring out and executing these optimizations that I find a lot of fun (beyond just the general racing experience).
the_crew.1732653421.txt.gz · Last modified: by ultracomfy

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