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  1. [headline]The Crew @ E3 2014 - Enzo, Ferruccio or Horatio?[/headline] Ubisoft's E3 2014 conference has finished and within it we got to see a brand new showing of The Crew, via a time-lapse video of a few cars making their way through the roads with brief clippings of famous sights thrown in. The black tuned Pagani Huayra looks amazing and in the distance you can see it chasing a Koenigsegg, probably an Agera or maybe the newer Agera S, this will hopefully become clear in the next few days when people start playing and showing what the game contains. [subhead]Latest Media:[/subhead] * Gamersyde: Xbox One videos * * Gamersyde: The Crew Puts on a Show (PS4/PC) [subhead]Latest Previews:[/subhead] * TBP
  2. [headline]The Crew Closed Beta - 21st-25th July[/headline] Just announced at the Ubisoft E3 2014 conference was that The Crew will be having a Closed Beta starting on July 23rd 21st , but registration opens now so be quick and ACT NOW! http://thecrewgame.com/beta UPDATE: Posted on the official forums July 17th The Crew Closed Beta for PC has been brought forward and will now start on Monday 21st July and end on the following Friday, the 25th. UPDATE: The Crew Beta Content MAP Explore the entire United States with no loading screen and complete a variety of exciting challenges: • Midwest: all missions and skill challenges • East Coast: all skill challenges • Rest of the country (The South, Mountain State, West Coast): free roaming at will! For the purposes of this Closed Beta, we will have missions and skill challenges available only in the Midwest and challenges in the East Coast. The final game will, of course, have missions and skill challenges throughout the entire U.S. map! You will also have access to two PvP lobbies, one in the Midwest and the other on the East Coast, where several races will be waiting for you to prove your skills against other players! CARS Expect to discover new vehicles that, in order to drive across a variety of terrains, you’ll be able to customize in the following specs: • The Street Spec: You’ll get this one in Detroit! • The Dirt Spec: This spec will be available in New York! Remember that there are three other specs in the game - Perf, Raid and Circuit - and you’ll have a glimpse of those during this Closed Beta! UPDATE: The Crew Beta PC Specs posted! [subhead]Beta PC Specifications[/subhead] PC REQUIREMENTS TO PERFECTLY ENJOY THE BETA: Minimum system requirements (720p resolution, lowest video settings): Operating System: Windows 7 SP1, Windows 8, Windows 8.1 (64bit) Processor: Intel Core2 Quad Q9300 @ 2.5 GHz or better AMD Athlon II X4 620 @ 2.6 GHz or better RAM: 4GB Video card: NVIDIA GeForce GTX 260 or AMD Radeon HD4870 (512MB VRAM with Shader Model 4.0 or higher) Recommended system requirements (1080p resolution, medium-high video settings, but not ultra): Operating System: Windows 7 SP1, Windows 8, Windows 8.1 (64bit) Processor: Intel Core i5 750 @ 2.66 GHz or better AMD Phenom II X4 940 @ 3.0 GHz or better RAM: 8GB Video card: NVIDIA GeForce GTX580 or AMD Radeon HD6870 (1024MB VRAM with Shader Model 5.0 or higher) Supported video cards at the time of release: NVIDIA GeForce GTX260 or better, GeForce 400, 500, 600, 700 series (only cards superior to GTX260, performance-wise); AMD Radeon HD4870 or better, HD5000, HD6000, HD7000, R-series (only cards superior to HD4870, performance-wise); UPDATE: The Crew Beta Walkthrough Video posted
  3. If you weren't able to watch the live streams this morning, have a search on YouTube for videos uploaded in the last 24hrs and share them here with the rest of us. Max 3 videos per post (+ 3 in spoiler tags), use text links if you have more. See also levelindex10 - YouTube mark jones - YouTube
  4. Hello turboduck community, I wanted to introduce myself to all of the racing communities I could find in order to show them what The Crew & Route 909 are doing as well as giving you guys a chance to be some of the first to play it in the world. My name is James Banks and I am the community manager behind Home | The Crew . Route 909 is a community based around Ubisoft’s new game The Crew, an MMO-Car-PG! We have given early access of the game to 8 gaming centers around the world and have announced a few unique competitions with some fantastic prizes from Ubisoft, Nvidia, Thrustmaster, Gunnar and paid trips to Gamescom or PAX! Route 909 is a special operation in which a few gaming centers around the world get exclusive access to the unreleased car game The Crew between May 16 and June 12th 2014. The main reason behind the event is that we want gamers to discover the game hands on. The Crew is so huge it’s hard to describe: you have to play it to believe it. Now I am not here just to promote the game and Route 909… I am here to ask the community what they think and answer any questions you may have… some questions I may not have the answers for but I will see if I can and try to help you guys understand more about this game in anticipation for its release! And remember guys… Never Drive Alone! Route 909 URL - Home | The Crew Route 909 Facebook – https://www.facebook.com/Route909 Route 909 Twitter – Route909 (909Route) on Twitter My twitter – James Banks (BanKseSports) on Twitter **Thanks to Diablo for the account update**
  5. Learn more about The Crew its key features and story line. [headline]Missions[/headline] Go To In these missions you've got a long way to go and a short time to get there. Your aim is to get from one point to another any way you can before time runs out - that means keeping your eyes peeled for shortcuts that suit your vehicle spec and taking the racing line wherever possible. And don't be afraid to cut off other drivers, just do whatever it takes to reach your destination in time. Oh, and something you've got to get your vehicle there in pristine condition, so try not to hit anything on the way. Collect If you're a fan of collecting stuff then this is right up your alley. In Collect missions your aim is to pick up all the items scattered around the map as fast as your engine will allow, because if time runs out you're done. These items could be on-road, off-road, in parks, up hills, beside lakes - basically anywhere, so you'll need to have a close eye on your mini-map. Just keep your wits about you and ensure you take the optimum route to collect them all before the timer runs dry, Get Away There are people out to get you and now your only option is to floor it before half the local PD or gang descend on you like a ton of bricks. Your only goal in a getaway is just that - getaway from your pursuers without your vehicle being wrecked or time running out. Your pursuers will do all in their power to stop you - helicopters, roadblocks, off-road vehicles - you name is, so to lose them you're going to have to drive fast and drive smart. Go on-road, go off-road, cut corners, take down pursuers, just do what it takes to put then in your rear view. When you're far enough away from them you'll start to lose infraction stars and when you've lost them all you're free and clear. Follow It's time to channel your inner detective. In Follow missions you aim is simple - follow one of your posse to the next hideout or tail a target until time runs out. Actually doing this isn't quite so straightforward, while your accomplice may go easy on you, other targets generally do not appreciate being followed and won't make is easy for you. They'll use ever evasive manoeuvre they know and max out their speed in an effort to leave you in their dust. Falling behind is not an option, you drop too far back for too long and they're gone with the wind. To keep you you've got to anticipate their movements and take shortcuts where necessary. Takedown Your car is your weapon. There are many like it, but this one is yours. In Takedown missions you get to put that weapon to good use as you chase down and stop a bad dude or dudette. To stop the target you need to use your car like a battering ram to damage their vehicle enough before time runs out. If you're low on time or want to end thing quickly you can always try to anticipate their route, head them off at the pass and T-bone them for maximum damage. Just make sure they don't get too far ahead because if you lose sight of them for too long then you lose sight of them for good. Outrun Don't worry, there's no actual running require in an outrun. These missions are all about you and your car bersis the clock. You've got a destination to reach and not enough time to get there - the only way you can make is is to pass through checkpoints on the route and add some precious extra seconds to the clock. Checkpoints can be on-road, off-road, between houses, in a forest, up a mountain - anywhere, so keep your eyes open for the next one and try to take the most direct route you can find. Just watch out for trees and stuff. Race If you like fast cars, tire smoke and the roar of engines then races are for you. Your aim in Race missions is - what else? - to win. Race can take place on-road, off-road, in cities or even in the snow, whatever the surface the best way to win is to floor the accelerator, take the racing line and beat down any other drivers foolish enough to come close. The number of opponents can vary from 1 to 7 but don't let that put you off, it just means there'll be more to see in your rear view mirror. [headline]Skills[/headline] Overview The challenges are arcade-oriented mini-games peppered across the world that will put your driving senses to good use. They trigger as you drive through them and can be tackled from any direction. When you complete a Skill your personal best is saved as a ghost so you can race against it and try to smash your own score. You can een come back in a different spec and take sneaky shortcuts your foolish former self didn't think to take. And if you get tired of beating your own scores you can always race your friends' ghosts or the world record and whup their hides even when they're not online. Climb Hope you have a head for heights. In Climb Skills the aim is to get your car as high as possible in the time limit. For those who like to rush in you might want to do some research before you start - it's a good idea to pinpoint the highest point you can see, figure out the most direct route to it and pick a vehicle spec to suit, or you aren't going to get very far. Looking to bag some Bonus POints? Then keep your eyes peeled for the glag on the way up. Better shift it though, the flag looses points over time. Escape It's that fight or flight moment, but your only option is flight... In Escape Skills your aim is to get as far as possible from the marker within in the time limit. You can trigger this Skill from any direction so you might want to scope out your escape route first and choose a vehicle spec that'll give you the fastest and straightest route out of these. The further away you get the higher your multiplier, so keep the pedal to the metal evey step of the way. Follow It's time to see how well you can stick to a racing line. The aim of Follow Skills is to stay on the line for as long as possible in the given time. The longer you stay on the line the higher your multiplier gets the the thinner the line becomes - all you've got to do is avoid straying off of the line. If you do your multiplier resets and the line goes back to its starting width, and you want to avoid that. Jump Looking to rack up some air miles? You've come to the right place. The aim of the Jump Skill is to hit a ramp, grab some hang time and land as close as possible to the centre of a target before time runs out. Before you start you'll want to line up with the middle of the ramp because you can't control your car while airborne (who knew?) Make sure you pick the right vehicle spec for the surface on the run up to the ramp and aim for the bull's-eye if you want to max out your points. Precision Ever tried threading a needle? Well the Precision Skill asks you to do just that, only with cars... and gate... The aim of this Skill is to pass through as many gates as possible in the given time. The faster you pass through them the more points you receive so choose your fastest car and keep the hammer down at all times. The catch is that as you pass through successive gates they shrink in size, so threading that needle becomes harder, but the bonus increases each time. Oh, and missing a gate or hitting something reset the bones, so keep your focus. Scramble It's time to go hunting. The aim of the Scramble Skill is to hunt down and collect as many items as possible in the given time - it's all about speed, accuracy and awareness. These collectibles could appear on-road or off-road - sometimes depending on the direction you trigger it from - so make sure you bring the right car for the job. Collecting items increase your total number of points and the items lose points over time so you have to step on it if you want to get the max score. It's open season these items so grab your hunting gear. Slalom You've heard of slalom skiing? Well this is sort of like that, only with cars, not skis. The aim of the Slalom Skill is to weave through as many gates as possible in a given time limit. You'll need to call on all your skill and precision for this one as the close you are to the post when through a get the more points you receive. Pass through successive gates increases the bonus, but missing a gate or hitting something resets it, and that's bad. Speed Want to hazard a guess what the aim of the Speed Skill is? Well, it's pretty simple - just grab the fastest car you have, stomp your foot down and drive as fast as possible in the time limit. As long as you stay about a minimum speed your multiplier will increase, so keep an eye on the speedo. Things to avoid: going below the minimum speed, going off road and hitting stuff - doing any of those things will reset your multiplier, and you don't want that.
  6. A good few The Crew gameplay videos can be seen in this Preview from the fans' favourite site, Gamersyde. Ivory Tower invited a member of them to come down and try out the game for a few hours and if you didn't know about the site then you should, as they are the place people go to see high-quality uncompressed, direct feed, direct audio and in 60fps videos in all manners of resolutions which can either be streamed for those quick viewer or downloaded for the full-on experience. They were also big fans of the original Test Drive Unlimited so their impressions should speak to a number of us here too. :cool: Gamersyde Preview : The Crew - Gamersyde Google Translation ENG to FR
  7. Thank you, Gamereactor. This mostly contains things we already knew but gives you more of an overall idea how the game mechanics and such will actually function. It's a good read methinks. Although we already knew, it just dawned on me how huge the map will be. Ninety minutes coast to coast. It's insane.
  8. [headline]The Crew at PAXEast 2014[/headline] PAXEast is kicking off and The Crew is there, so no doubt there will be plenty of impressions and maybe some off-screen videos so if you find any please post them here and we will add them to a rolling list here in the first post. Thanks!! Impressions & Reports PAX East - The Crew Hands-On Impressions - Twinfinite PAX East: In The Crew, America is Your Playground - IGN Videos Exploring America in The Crew - IGN Conversation - IGN Conversations - IGN Video Youtube Vids MMORPG - 16 mins of off-screen [spoiler=IGN Vids]IGN - Detroit Streetrace IGN - Offroad Takedown IGN (same as Exploring America in The Crew - IGN Conversation)
  9. Team VVV has posted a new video showing their time with the game at 'The Crew' Preview Event, they also do a really good interview with Stephane aka 'Fergus' (:oook:) where he talks about how he got started with games and how the idea and passion for a game bigger and with more than TDU came about and how we wanted to go and make it. Enjoy! :hmmm: At 7m44s you can see a tuned Aventador spinning it's rear wheels before a race starts, does this mean that drivetrain swaps are available or just some for thrills nonsense? UPDATE!: Part 2 UPDATE!: Hands-on Report - Veni Vidi Vici - When Worlds Collide: hands-on with The Crew
  10. [headline]turboduck Plays 'The Crew'[/headline] On the 30th March, 2014 I was lucky enough to go on a trip to Ivory Tower Games Studio in Lyon, France, as a representative of turboduck (Thanks Diablo!). There I visited the studio where I along with a select group of other community muppets played their first and upcoming release 'The Crew'. In this report you will read about my experiences of the trip and I will tell you more about the game that has been dubbed the "second-coming of open-world driving Christ"... ok nobody has said that but it has been graced with "spiritual successor to Test Drive Unlimited" which is some mighty big words to live up to. Does it do it? Well sit back, relax, and now sit forward and don't slouch as I tell you. Get ready because this is going to be a long read! :duck: Day 1: After an hour of flying in the sky from Amsterdam I arrived at Lyon airport in the afternoon, where after 20 minutes of waiting in the Arrivals terminal I found Soufyane (Community Developer at Ivory Tower and our guide to help us survive Lyon :D). In a highly- professional standard he waited in the wrong terminal, but only because the info screen in the terminals were not showing the right flight information. When I met him, he told me that he was also waiting for the representative of the Reddit community who was coming in from Chicago. Wait what? How long is he going to be?! Well not long at all actually as thankfully he showed up only 10 minutes later and so we left the airport via a taxi and headed to the hotel. Arriving at the hotel, Soufyane said that he we would pick us up later that evening for dinner in a restaurant in the old part of Lyon and then sorted the keys for our hotel rooms. After spending 3 hours in the hotel I went to dinner with Soufyane, the guy from Reddit and also two others who were from the TDU-France community who had just arrived. At the restaurant I had a lovely dinner that was my first introduction to French food and after this we headed back to the hotel for the night because Soufyane had to pick up MadManCK of 'TDU Drive Time' and a representative of a VK.com community from the Airport. :zzz: Day 2: The second day started with breakfast in the hotel, there we met a representative from TeamVVV who added to the ranks of our ever-growing group. After breakfast it was time to make our way to Ivory Tower. Soufyane was already there to greet us and paid for the taxi and we were then taken inside. We started off with a quick studio tour, first off meeting the person who played the game on stage at E3 2013 (that narrows it down Dan). We then continued with a short guide around the different departments of the studio and meeting those that are working on the game. Next we met Julian Gerighty (Creative Director) and Stephane Beley (Game Director) who gave us a short presentation about The Crew. After the presentation we went back to the work floor for a more detailed tour of the studio such as; Map Development, Car Modelling and Game Testing. Two of these departments gave us short presentations on what they are working on. After all this we left the studio for a lunch with Julian and Stephane at a nearby restaurant, where we were treated to some damn fine and delicious hamburgers. After munching these beef delights down it was then back to the studio for the playtest. After a thoroughly enjoyable four hours of play-testing we went back to the hotel. Later that evening a taxi picked us up for dinner, this time at a lovely steak restaurant with Soufyane and Stephane. Julian wasn't there because he had actually just come back that very day from a presentation in San Francisco and had understandably, immense jetlag. After dinner we returned back to the hotel for the night where we went night-nights. :zzz: Day 3: On the last day, a taxi picked us up in the morning at the hotel and brought us again to the studio and in the studio breakfast was waiting for us. After a tasty breakfast it was time for more playing! A couple of hours had flown by playing and now it was lunch time, we went out this time for lunch at a Chinese restaurant nearby with Julian, Stephane and Soufyane. About an hour later we were able enough to sit up and so went back to the studio for yet more playing. When another number of hours had come and gone we all did an interview with the filming crew, who had been following us around during the whole trip as they were making a community video (hope you said nice things about us!). After the interview ended it was time for goodies! We took some pictures of the studio and we then left. :sulk: Again it was back to the hotel for a couple of hours before we got picked up by yet another taxi for dinner. Instead of sitting in the hotel though, we decided to look around the city and take some pictures. A short while later we started making our way back to the hotel where our taxi was already there waiting to pick us up for dinner, which was this time taking place in an Italian restaurant. After another fantastic dinner, we went back to the hotel for the night because some of us were leaving early the next day. :zzz: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alright folks, that was the report about the trip itself. Now it's time to talk more about The Crew: [finally!] Main Presentation: Julian and Stephane started the presentation by telling us more about the history of Ivory Tower and that The Crew has been in development for more than 6 years!! Along with info regarding the features of the game. The presentation was a bit like the one they did on the Ubisoft Press Event at E3 last year (2013). They told us that the games old name was "Route 66" before it was renamed to The Crew. They renamed it because in their opinion the name will fit better with the online gameplay with other players and the storyline of the game. We were then showed how big the map really is, and damn it's huge! :eek: We saw maps of Forza Horizon, GTA5, NFS Rivals and Skyrim as a comparison for scale, and believe it or not, those maps will fit in the The Crew's USA together multiple times. Yes it really is that huge! Julian said that it takes more than four hours to drive around the map in an average car. It was then time for details about the storyline, it's made by the same person that wrote the stories for Grand Theft Auto 3, Grand Theft Auto: San Andreas, Grand Theft Auto: Vice City (yay!) and Red Dead Redemption so there is certainly a lot of pedigree behind how well it could turn out. The storyline itself is a bit like 'Fast and the Furious', but don't expect too much of it as the 'car is the character' after all. This presentation ended with a little Q&A. (Anything we should know from it?) Developer Presentation (Map development): The presentation started with showing us how they are creating the world. They complete one section at a time before they move on to the next one. The devs of the map development went to 'Murica for research (sight-seeing) and for taking pictures of the landmarks and infrastructure of the USA, they are also using things like Google Maps to help them in creating a realistic world to play in. The dev that was giving us this presentation told us that they can't use any real names on buildings due to licensing, so they are creating everything in their own way just like Rockstar does with its GTA titles. Developer Presentation (Car Development): Every car in the game takes 6 months to complete, that's because the cars are being made completely with all working components such as; working engines, driveshafts, gearboxes etc. The developer that's giving us the presentation this time showed us the Bentley Continental GT SS with its moving pistons, spinning gears in the gearbox and spinning driveshaft. And it's not just for show, it's all made for the tuning aspect capability of the car, for example; if you tune the gearbox, you will see the new part working in the gearbox. Attention to detail or what! Other reasons for the long development are the car companies, they want to check the models for licensing, the dev also said that most car companies can be a pain in the ass to work with, so to get all the cars finished in time they are working together with other Ubisoft studios. The engine sounds for example are being made by Ubisoft Reflections (who are also doing the PS4 version) and are recorded from the real cars. The car physics are made by the same guy who did them for the original Test Drive Unlimited and to help in the handling characteristics, the team has played many racing games to come up with a handling model that will work for anyone. And for the more discerning virtual driver, they also had many different gaming wheels and pedal sets from the likes of Fanatec, Logitech, Thrustmaster and more to test with, because as you would expect from this bunch, wheel support is very important to them. Playtest: (I played the game for the most part on the PC with the 360 gamepad. I've only played with a wheel for 20 minutes because there was only one wheel in the room and it was always wanting used) I started my playtest by playing from the beginning following the main storyline, the game opened with a Ford F-150 Raptor being chased by the Police, it was a cool way to start the game. After completing the opening, I went to pick up another car for the story, it was a modified Chevrolet Camaro. I needed this car to do the first real race in the streets which happens in Detroit. After this race there was some story driven items that I won't spoil for you guys. Now finally I had the option of buying my own car. There was a choice of; 2011 Ford Mustang, 2011 Dodge Challenger, 2010 Chevrolet Camaro or a Nissan 370Z. I went for the Nissan after test driving all of the cars, I drove it stock for around 15 minutes before I went to the tuning shop in Detroit as I needed to tune the car in order to continue the story. For an hour I played some missions before I went cruising. MadManCk was sitting next to me in the test room and was already cruising. We created a crew and started playing together. We first did some story missions to see how it all works when you play in a crew, and then after a while we just went driving and took a trip from Detroit to Chicago, it was a long drive but it was damn fun because the world feels so alive. We arrived in Chicago and discussed what our next destination should be. We decided to take the in-game plane to Las Vegas and then we drove back from there to Chicago, it was really an amazing trip driving through the cities and the multiple environments. After again arriving back in Chicago, it was time to stop playing and that was the end of Day 1. On the second day Stephane asked us if we wanted to play the game with a more completed save game, We all said "yes" to this and started playing in our own way. I did not do any missions, I only went cruising with different cars. I drove through cities like New York, Los Angeles, Dallas, San Francisco and Miami. I also tested some of the race tracks that are in the game like: Sebring, Pikes Peak, and a couple of NASCAR tracks. (wait what...?) Even after all this time of just driving around and doing essentially nothing I wanted to test more, but alas it was time for the interview. Car Handling: In the 10 hours of my playing I tried all the different types of handling with the gamepad; Arcade, Sport, Hardcore. I started off with 'Arcade' but I quickly found out that it just isn't for me, mainly because I couldn't do any good power-slides or drifts. So I switched to 'Hardcore' with all the assists turned off, and damn this is really something you have to learn because you will spin out easily if you take the corner too fast, or if you accelerate too fast out of a corner. Next up was 'Sport' and this really was the type of handling that I prefer, it's a bit in-between 'Arcade' and 'Hardcore' and you can still spin out if you accelerate too quickly, I just preferred it with the pad but that's not to say that 'Hardcore' can't be used with a pad, it can it will just take more from the player to do so (sounds good to me!). I played with the wheel for 20 minutes on 'Hardcore' and in my opinion it's the best way to play the game. I was REALLY loving the Force-feedback and taking corners with the wheel is just great! All the cars feel so good, you can really feel the difference between a big pick-up and a normal sportscar. Gameplay: There is really a lot to do in The Crew like races, sprints, drag-racing, time attacks and much more. They are fun to do but I didn't try all of them because I enjoyed cruising around too much. There are also random challenges (Skills?) a bit like the ones in Forza Horizon. I personally found them a bit annoying because I already did them a couple of times, but you can turn them off if you want to, in fact, you can turn everything off and just cruise around if you want to. Police chases are fun too and they are hard to get rid of. The only thing I didn't like much was the traffic, it had a fair amount of bugs, but that's something they're still working on so I can't gripe too much about it. Presentation: The world really feels alive with pedestrians walking around in the cities and animals crossing on the country roads. The environments in the different States are realistically made and I didn't see any real copy- pasting to be honest. Unfortunately there's no rain in the game, but there is snow in the snowy mountains and there are different skyboxes to give the impression of playing in a realistic world. To be honest I found the graphics not very next-gen, don't get me wrong for an open-world racer they are good but perhaps I was just expecting more. It also probably has to do with the power on the new consoles. I played the game with a locked 30fps on the dev kit PC, and 50fps (50 really?) on the PC with the wheel setup, both ran good. However as many a gamer will tell you great looking visuals doesn't automatically mean a stellar playing game, and so it's important to state that Ivory Tower is focusing more on the driving and creating a great world than just making shiny graphics. The car models look good and they all have dynamic damage like Forza, unfortunately they can't go all the way with extreme damage like "Next Car Game" due to licensing but for what they have it will make you cringe if you crash or hit things too often. There are also different types of dirt that will get thrown up on your cars depending on which environment you are in. The Wrap-up: It really was an amazing trip and I enjoyed every bit of it! I really like the people working at Ivory Tower, they are passionate people and I can't thank them enough for showing how the development of a game like The Crew actually takes shape and becomes. Naturally the game still needs a bit of work with the modelling and licensing of cars. The map feels quite finished to me, it only needs some polishing. And the only bugs I found were the animals crossing the road and traffic that slipped away in the corners. The build I played was also missing anti-aliasing, but they are still working on that and still have months till they release in Autumn/Fall 2014. Overall the game feels close to completion and I think that it will be ripe for picking! A MASSIVE THANKS to Ubisoft and Ivory Tower for giving us this opportunity, our man thoroughly enjoyed himself and was like a kid at Christmas the day before he was due to fly out and on his return. Note: You are completely free to copy, distribute and quote all or parts of this report providing you link back to this thread as the Source. Thanks!
  11. Another fine preview this time from a Canadian news outlet, reading this one it's easy to garner the laid-back nature the reporter felt on their outing with the game and also the way they mention the Aventador being "too much car" for them certainly raises hope for a non-on-rails handling setup that many are hoping for. :D 'The Crew' fuses RPG with driving sim: 'Your character is your car'
  12. Eurogamer has always had a soft-spot for TDU and gets the notion of it being an epic driving game rather than a typical racer and it appears again that in this preview from them that they get the same impression from The Crew. That shouldn't be surprising seeing as the game is from a large swathe of the former 'TDUteam' but it makes for a fine read when it comes from this sort of perspective and nicely comments on the areas where this matters as well as the traits that have been borrowed and the items they have truly worked to improve on. From this Preview too it seems to put across that the whole microtransaction issue may not be as big a problem as we may be thinking from other reports, as he talks at a point about how he along with "his guide" strings a number of Skills which helps to unlock parts and how they themselves are plentiful. Well worth a read and a watch! Source: The Crew levels up the CarPG Eurogamer.net
  13. Julian Gerighty has confirmed to VideoGamer.com that the PS4 and Xbox One versions of the game will run at native 1080p/30fps and that the PC "won't differ too much" as they are aiming for "parity" across the versions. Clearly with the power difference between all platforms each should be able to show it's strength but if they are looking to hold back the others to please the lowest common denominator (Xbox One) then that just seems a really dangerous slope to travel down. What do you think about this? Source: The Crew runs at native 1080p/30fps on both PS4 Xbox One - The Crew for PS4 News HOWEVER... According to destructoid the PS4 may have anti-aliasing compared to the Xbox One.
  14. Popped up on my FB feed a few minutes ago: Dunno, nothing new in it at all.
  15. Ubisoft have posted this very short teaser video on Instagram, looks like they may be hinting at some event where certain people got to go and see the studio and play the game perhaps? Just a guess off the top of my head. :susp: Instagram
  16. I thought I would compile a general FAQ of the most asked and common questions about the game. If you feel there is a question missing then please post it below, after ridiculing you we will ponder it for a while on whether to add it. :duck: [headline]The Crew: Unofficial FAQ[/headline] Favourites: Q: What platforms will The Crew be available on? A: The Crew will be available on PC, PS4, Xbox One, and Xbox 360. Q: What about the PS3? A: The PS3 architecture is too different to make the investment worthwhile, unfortunately. The X360 edition is made by Asobo studios (makers of FUEL). Initial feedback from players is that despite the limitations, it's a good port. Q: When is The Crew's release date? A: December 2, 2014!! Q: Will there be a monthly cost/subscription? A: No. You can even cruise online on consoles without requiring PS+/LIVE Gold. You do however need them for PvP lobbies and forming crews (multiplayer missions). And of course no subscription costs for PC players. Q: Can The Crew be played offline? A: No. Even on PC, your savegame data is saved online on the server instead of on a local HDD. If the server goes offline, you will be returned to the main menu and unable to sign in. Q: So what happens if there is connection issues or my internet explodes? A: It looks like if you can't connect, you can't play. :hmmm: Q: Is The Crew going to be available via Steam? A: Yes! And it included the Limited Edition bonuses. You can also buy the Season Pass (Gold Edition). UK users report that they cannot find The Crew in their Steam store, however they can ask a friend outside to buy the game for them as a gift. Q: Will The Crew have manual transmission? A: Originally it was for wheel users only, then enough of us cried so they are adding it for keyboard/pad/controller players too! :cool: Q: What are the physics like? :new: A: They're closer to the arcade side of the spectrum, but it's no Need for Speed gig, either. It feels a lot like TDU1 (normal mode). You need to brake for corners, and in hardcore mode, be modest with the amount of power/nitrous you use when exiting corners. You may need to endure the first few hours of gameplay until you install better car parts to further improve handling and make drifting possible. Q: So hardcore mode in The Crew is not like hardcore mode in TDU1? :new: A: Mostly correct. Your car isn't a featherweight with moon gravity, and you don't have to brake a mile before the next corner. It's also not quite as easy to break traction in mid-range cars. On the other hand, players with the fastest cars tuned to the max are reporting wheel spin in 7th gear, so you should be able to find the sweet spot by choosing the right level of upgrade parts. Q: Will there be a Closed Beta/Open Beta/Beta/Demo for The Crew? A: No... because the game is already Charlie (released)! The first Closed Beta for the PC ran from July 21st - 26th, with a second one between August 25th - 29th. Console betas were available in the final week of the following three months. No post-launch demo is available. Cars: Q: What number of cars will be in The Crew? A: So far we've counted 48 individual cars, plus their various specs - for the latest details, keep an eye on our Unofficial Car List. Q: There appear to be certain specs missing from some of the cars, compared to what I see the AI driving and from game trailers - where are they? :new: A: Don't panic, they'll become available in future updates and won't require micro-transactions. See here for the announcement. Q: Is there a cockpit view? A: Yes. The various tuning setups (Raid, Performance, Dirt etc) also have their own variations. Q: Will there be Japanese cars in The Crew? A: The Nissan 370Z and R34 Skyline make an appearance, see the car list thread for more details. Q: Is there a limit to how many cars we can have? A: You will be able to own every car in the game, there is no 10 car limit or anything like that. Q: What sort of damage with The Crew have? A: I'll leave the answer to this quote; "The Crew will include a full damage system that you can track in HQ. It will diminish each time the player hits something, and the amount of damage received depending on how big the crash is. The bar will then replenish by itself until a certain point, that point being reached faster and faster as time goes by. After some time, the car will have to be repaired. Handling will be affected by damage but only when it becomes pretty significant. When you take damage, the car will get scratched or dented, the bumper can fall down or hang off, and if your vehicle is in really bad shape, some scraping sounds or squeaky noises will be heard as you drive around or brake." Q: Can we TEST DRIVE cars before buying them? A: I see what you did there.... and yes you can test drive the Full Stock versions of cars. :twisted: Q: Can we have more than one of the same car? :new: A: Yes and no. If the car has 5 specs available, then you can end up with each of them as 5 completely individual cars. You can't buy the same car and spec combination twice though. Bikes: Q: Will The Crew have bikes? A: Only cars for now.... Gameplay: Q: Can I remove all of the HUD from my screen? A: Yes, except for the names of other online freeride players in your session (developers are aware of this request). You can hide skill challenges from appearing, but last time we tested in a beta, you could still accidentally trigger them when cruising. Q: Can I smashy smashy bash bash things? A: Yes, although this will slow you down and damage your car. There are, however, in game Award Points for scaring thousands of pedestrians and damaging loads of property. Smashing items is also a handy way to keep Stunt combo's going. Q: Will The Crew have a photomode? A: Photomode has been confirmed by Ubi_Natchai. Q: Is 'active aero' active in The Crew? (popup wings, vents, picnic tables etc) A: Have to take them at their word on this, but it appears if a car in the game has it in real-life then it will have it in the game too. Q: Are there Police in The Crew? :new: A: Have you not seen ANY of the trailers for this game? Yes, there are. They make appearances in certain story and faction missions, and you can trigger online freeride police chases by crashing into a police car, or by crashing into a lot of traffic cars and/or property when near a police car. Q: Can I chase other players as a police car? :new: A: No. You can, however, help (or hinder) the police if they chase someone else in your freeride session. You can also start your own police chase and 'transfer' it to someone you are cruising with if their Wanted level exceeds yours at any point (if they crash into a lot of things in view of the police, or if you escape). Click to watch an example. Q: Traffic... ? A: Yes there will be. Traffic volume changes depending on location (city/rural) and time of day (peak hour). Q: Everything is so expensive! How am I supposed to purchase these supercars without resorting to buying more Crew Credits with microtransactions? :new: A: Fear not. You can click on Faction Missions on the map, and then choose Send Friends (assuming you have some). This doesn't contact your friends, but rather sends a virtual version of them on a simulated race. Do it right, and you can earn 160,000 Bucks every 3 hours. Q: The game always selects my best car within a certain spec when I start a race. How can I choose to race with a different (worse) car? :new: A: You are forced to use a car of the same spec as defined by the mission, but YOU CAN choose which car of that spec you complete the mission with. Just switch to the car you want to use before you launch the mission. Customisation/Tuning Q: What can I do to my car in The Crew? A: You will be able to customise the rims, bonnet/hood, front/rear bumpers, side-skirts, wings, fenders, lights, mirrors, engine etc Q: The interiors too? A: Yep, either from a default selection or via your own choices. Q: Will there be a livery editor/stickers! in The Crew? A: Yes, there are stickers to purchase in game with Bucks or CC. You cannot modify or layer multiple stickers on the one car, however. Additional stickers will be added as DLC. You can repaint the car colour independently of the stickers. Q: How do I change the paint of my full stock car? :new: A: Using any of the derivative tuned specs of that car, visit a tuner and purchase one of the Official paint colours. You can now visit your HQ in the full stock car, go to visual tuning and select the purchased colour. Audio Q: Is there a Radio/DJ in The Crew? Can I play my own music? A: There are different playlists built in similar to TDU1. There is no DJ/announcer. Using your own music is planned later. Hardware: Q: What are the PC system requirements for The Crew? :new: A: See here for minimum, recommended, and optimal PC specifications. Q: Will there be Track IR support in The Crew? A: Apparently it is in "their plans". Q: Will The Crew support a clutch? A: Yes, if you have a proper steering wheel setup. Clutch sensitivity, deadzone, and linearity can be adjusted in-game. Grinding noises play with bad shifts. Q: Will The Crew have 900 degree support? :new: A: PC will yes, consoles will be revealed later. However many are finding better gameplay with 540-680 degrees of rotation specified. Q: Can we get some little gold stars or something to show what was updated? :new: A: :new: ------------------------------------- A number of these answers have been gleamed from the official Q&A's that Ubisoft have on their official forums so be sure to check them out too!
  17. The following Q&A answers have only been available since January 23 :fp:
  18. All you have to do is: 1) be Australian 2) be 18 or older 3) vote for your favourite user-submitted commercial for Just Car Insurance ... or you could make and submit your own ad for a chance to win $10k, but that requires effort, so meh :p Check out the link below for the FULL details! http://www.justcarinsurancereeldeal.com.au/prizes?cmpid=JCI:GI:PI:CAR:DIS:20110701:078
  19. Hi everyone, Here is our latest developer Q&A, bringing you the latest info on The Crew straight from the dev team. Before getting into the answers, keep in mind that the game is still in progress and changes may happen. We unfortunately can’t answer every single question, but we made sure to address as much as we could. The questions are organized per section to help you navigate everything. Thank you again for your support and enthusiasm! The Crew Team Part one Cars · Q: Will you be able to construct “Fantasy Cars“? For instance, tune a car like a VW Golf and turn it into an inconspicuous racing machine that can keep up with any super car? A: While progressing through the game, you will unlock different kits and parts that will enhance the performances of your car, allowing all of the players to compete at the same level with different models of cars. So yes, you will be able to keep up with anyone. · Q: Will there be Trucks to drive in the game? A: That’s not planned for now. · Q: Can we expect the Lamborghini Gallardo LP 570-4 Superleggera to be included in the game? A: We will be unveiling more vehicles later on, but rest assured that you’ll see some of the most desirable cars anyone can dream of, and Lamborghini is in the line-up. · Q: Will there be a limit to the number of cars you can save? A: Every player will be able to get all the cars that are in the game in his own garage. · Q: Can we expect a lot of Japanese cars, too? Will we see cars like the Toyota Corolla GT-S, Nissan Silvia S13, S14, S15, or the Toyota Supra A: The Crew will offer different models of cars that will suit the taste of many, including some Japanese cars. The exact models will be revealed at a later date. · Q: Can we also expect classic cars like a 1969 Mustang GT? A: The US is the birthplace of car culture, and it’s a real pleasure for our team to offer classic cars as well. We know that for many fans, there is nothing like driving on the sunny roads of California behind the wheel of a 1967 Shelby! · Q: I want the Batman's Tumbler in this game. Can you guys do that please? A: We’ll stick to realistic vehicles for the time being. · Q: In terms of the classes of car modifications, i.e. Street, and Track; will you only be able to choose one branch to upgrade to, or will it be a case of needing to progress through stages like Street to finally get to Track? A: You’ll be free to choose how you want to upgrade your cars and unlock the many tuning kits, either by playing the main campaign, focusing on skill challenges, or even through PvP competition. Just play the way you want. Gameplay · Q: Will you be able to play the game by yourself or will you be even forced to do some things alone? A: The game is designed to take advantage of next-gen consoles online capabilities, making the game more enjoyable with friends. However, you will always have the freedom to choose to play alone or in a group; it’s up to you to decide how you want to enjoy your experience. · Q: Will you be able to use the fast travel function right from the beginning or do you have to unlock all the locations first? A: The fast travel feature will take you to locations that you had already visited, and it will be available in the first stages of the game. · Q: Will you be able to perform stunts like barrel rolls during a jump, or will the game auto-correct your flight like in Test Drive Unlimited 2? I’m really looking forward to do some stunts. A: We want to keep the driving realistic. You will not be able to perform barrel rolls, but there will be some skill challenges that will require you to perform jumps, for example. · Q: Will there be free roaming? If so, will you also be able to participate in car chases? A: Free roaming is an important aspect of the game, as our team created a huge and diverse world for you and your crew to visit freely at any time. As in the real world, the police will be randomly patrolling and chasing aggressive drivers. If you want to escape you’ll need to take them down, or escape their pursuit. Going off-road is also a solution. · Q: Will it be possible to drift in The Crew? A: Yes you will be able to drift and that will actually be an important mechanic in some aspects of the game. · Q: Will this game be competitive in any way? For example, will it include ladders or leaderboards? A: There will be leaderboards to check how your friends are doing. Additionally, PvP will be one of the main aspects of the game, allowing you and your crew to battle other players. · Q: After creating a crew, is it possible to challenge other live crews? A: It will be possible for you to challenge other crews and other players in many ways. Our goal is to make this game as complete and enjoyable as possible, so gamers will want to cruise its roads with us for a long time. · Q: What happens when a car is totally damaged? A: The Crew will include a full damage system that you can track via a gauge. It will diminish each time the player hits something, and the amount of damage received depending on how big the crash is. The bar will then replenish by itself until a certain point, that point being reached faster and faster as time goes by. After some time, the car will have to be repaired. Handling will be affected by damage but only when it becomes pretty significant. When you take damage, the car will get scratched or dented, the bumper can fall down or hang off, and if your vehicle is in really bad shape, some scraping sounds or squeaky noises will be heard as you drive around or brake. · Q: What type of game modes are you guys adding besides the ones we already know? Example being a drifting race, checkpoint. A: They will be varied and interesting enough to make sure you want to stick around for quite some time! · Q: Are we going to be able to use manual transmission when using keyboard or joypad? A: Many of you have been requesting it, so our team will be adding it! · Q: Will there be random missions in the game? A: Right now the missions are linked to your progression as for the skills; you will have to discover them while exploring the United States. After launch, we will continue to introduce new content to make The Crew a truly living world. · Q: Will we have the option to flash our headlights? A: Yes, that will be possible. · Q: Regarding gameplay; will you be able to assign custom controls in the game? A: That’s not planned for now. http://forums.ubi.com/showthread.php/806230-The-Crew-Q-amp-A-November-2013
  20. Today Ubisoft announced that The Crew will be delayed further than the "early 2014" that was originally mentioned, the game is now set to release in the new fiscal '2014-2015' year which starts April 1st, 2014. via http://uk.ign.com/articles/2013/10/15/watch-dogs-the-crew-delayed-until-at-least-april-2014 Musings around town seem to speak of July - September.
  21. Yo! We have the outstanding opportunity of eating biscuits and toast in our underwear, but enough about that for a moment as we want to talk about the chance we have of being able to submit ours and yours and theirs and Jim's questions to the crew of 'The Crew'. So let's get into the dark room and get squeezing!! Post your questions and thoughts below, please try and limit yourself to inifinity-1 as we don't want to ask them too much... as... well you know, they have a game to make. So come on down to Chin Town (yeah not a typo) and submit commit yourself.
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