Test Drive Unlimited 2 Review
On a road to everywhere.
Version tested: Xbox 360
It's been four and a half years since Lyon's Eden Games unfurled its manifesto for "massively open online racing" with the sprawling, quixotic Test Drive Unlimited – and like every year in the young industry of videogames, they've been long ones.
We've seen other attempts to expand the horizons of the online racing game in the interim: Forza Motorsport's bustling bazaar of customisation and hot-lap competition, Gran Turismo 5's halting attempt at a more genteel autophiles' club, and Criterion socially networking its way around the online/offline divide in Need for Speed: Hot Pursuit.
Each has delivered parts of Test Drive Unlimited's bold promise: a thriving, connected community of petrolheads; an epic physical struggle between man, machine and road; a free-roaming kingdom of speed. They've done it with more polish and panache, better graphics, more nuanced and rewarding handling, more consistency and, most importantly perhaps, more players.
But they don't have its heart, and they don't have its breathtaking horizons. On the vast Hawaiian island of Oahu, Eden dared to dream of an online racing paradise that was set in something very much like the real world (1500 square kilometres of it). Rough and ready as it was, that dream wasn't compromised for anything; Test Drive Unlimited remains the ultimate love letter to the open road in games.
With this sequel, very little has changed. Eden has expanded the things that mean the most to it, inching its game closer to being a true persistent world and a peerless theatre of wish-fulfliment.
There's tons more real estate, with clubber getaway Ibiza appending its Mediterranean hinterlands to the rugged Pacific rock of Oahu (the latter's unlocked a little way into the game). There are deepened community features around the car clubs (now better than some MMOs' guild options) and user-created challenges. There are more ways to play multiplayer, including co-op challenges, co-driving and a Hot Pursuit-style chase mode.
TDU2's first 15 minutes, in which a brave site admin struggles to cope with the terrible default handling scheme.
Solo motorists have plenty to lose themselves in too, with off-road racing in hulking SUVs replacing motorbikes and opening up hundreds of acres of untouched terrain. Beautiful dynamic weather effects and a globally synchronised day/night cycle strengthen the intoxicating illusion that you're living a second life as a sportscar-obsessed playboy.
GT5 or F1 2010 can easily boast graphical superiority. But watching the sun blush the underside of an overcast sky and reflect in scattered puddles, after driving country roads all night through a crackling thunderstorm, is a thrilling kind of poetry those snapshots can't muster. It's heightened further by the knowledge that every other player online is living the same moment.
So Test Drive Unlimited 2 still has the magic. It also still has the bugs (we tested the retail Xbox 360 version), unreliable network performance, inconsistent graphics and physics, unwieldy interface and scrappy, lightweight vehicle handling.
I've never thought TDU's handling deserved quite the evisceration it's received at the hands of press and community. It's a unique challenge to create a handling model that can cope with both weaving through traffic at 200mph and taking lots of slow right-angle turns. Gran Turismo's staggering physicality was always going to be beyond it, while Criterion's drift symphonies need fictional roads to be written for them.
But the resulting compromise lands the game with steering that's somehow twitchy and heavy at the same time, as well as a lack of conviction and weight that can fool players into thinking they're playing a breezy, full-throttle arcade racer. In fact, TDU2 requires careful control of both accelerator and brake to master its persistent understeer.
A familiar tale then, and not the improvement most were hoping for. You should bypass the abysmal default setting immediately; on Sports or Hardcore, it's quite enjoyable in the medium term, especially at higher speeds, if perhaps lacking the involvement to sustain you through TDU2's long-haul "CarPG" grind.
That grind is now much more structured, with 60 levels to make your way through. These are divided into 15 each in Competition, Collection, Discovery and Community.
Competition is single- and multiplayer races, time trials and speed challenges, including the point-to-point dashes you can initiate by flashing your lights at a nearby player. The championships and cups are more manageable and focused than the first game's scattershot races, and the event design is strong, if prone to padding; the characters and "story" that grace them are a cheerfully terrible, but inoffensive and not entirely unwelcome, hook.
Collection encompasses buying and customising cars and houses, as well as tailoring your avatar with clothes, haircuts and cosmetic surgey. Discovery rewards exploration, the excellent one-off driving challenges (now time-limited), photography and the discovery of car wrecks (which can be assembled into prize cars). Community progress is earned through Club activity, co-op racing, player challenges and multiplayer cop chases.
It's an effective way of parcelling out and promoting all the elements that make TDU2 unique, and ensures you'll make progress whichever of the varied and absorbing pastimes happens to hook you. The structure is more complex than it needs to be, though – why assign points to specific achievements, rather than just dole out XP indiscriminately? Why link Collection progress to Discovery (which unlocks things in shops)? And why force players to grind through Community achievements if they're not that way inclined?
That theme is taken up by the game's cumbersome interface. It's essential to the romance of TDU that you should uncover the game by exploring the island – in contrast to Hot Pursuit's blunt navigation, say – but it's not essential that you spend a quarter of your game time cross-referencing menus, watching the GPS map zoom in and out and observing sinister plastic mannequins in ridiculous clothes greet each other in shops. (For a game so obsessed with image and lifestyle, TDU2 is hilariously, if endearingly, uncool.)
1/11 Assigning several Achievements to the preorder-exclusive Casino mini-games will be controversial.
Much of the multiplayer is similarly hard to access. The online Casino mini-games are only free to those who preorder. There is no immediately obvious way to initiate a cop chase or play as a co-driver, and the convoy-driving co-op modes are currently unpopular (Keep Your Distance is an unglamorous trundle, but Follow The Leader is a fun relay race). Lobby-based racing works reliably, and you can easily jump to any player's location, but trying to stay together in free ride mode is like trying to mud-wrestle an octopus, as players flicker in and out of different instances.
It soon becomes apparent that Test Drive Unlimited 2's multiplayer is best enjoyed in a Club with a group of like-minded friends, organising your own fun or marshalling Eden's bizarre multiplayer diversions, like the hyperactive destruction-derby cop chases, into some semblance of working order. Meet the game in good company and with enthusiasm and patience, and it will reward you.
Or, even better perhaps, just approach it on your own. Like many "true" MMOs, TDU2 is a world that draws much of its life and atmosphere from other players, but in which it's wonderful to be alone: windows wound down to let the exhaust howl in and the thump of the radio out to the sea air you swear you can smell.
It's a long journey through this huge game and TDU2 offers an unrefined, bumpy ride. Thankfully, if it all gets too much, you can set the grind aside for a long journey of your own – just following your front wheels across the islands, revelling in one of the great videogame open worlds.
Unsteady but passionate and ambitious, TDU2 is fantastic escapism. It's just a shame it sometimes needs to escape from itself.
7 / 10
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Comments (88) Latest comment 7 months ago
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I've spent far too much time reading about the game and watching videos of it now. This isn't a damning review, indeed none of them have been really. Neither have any of them been particularly glowing, however, seeming to think that the overall ambition of the game outweighs the rough edges. Fortunately my penchant for just messing around in open worlds, and the likelihood of being able to play online with a set of EGers over the next few weeks, means I'll probably get a good bit of the 'Social' side of things out of the way before everyone else inevitably leaves me to play 'watch the sunset' on my own.
Can't say it isn't disappointing that the sketchy staying-connected-to-other-players problems seem to still be in place from the first game (2006 ffs!), and that the car handling has somehow been sanitized to the point of imbalance in some cases, and what appears to be uncontrollable oversteer in some cars, in others.
Nevertheless, I'll be online with it soon, I suspect.
Read like a 6.
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Might as well get rid of those video ads, EG. I'm curious about TDU2 but not so curious I'll sit through an advert for a beat 'em up AGAIN for the privilege, particularly as there'll bee hundreds of gameplay videos on you tube shortly.
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I would be getting either the PC or the PS3 version and use my Logitech G25, but the reports of missing force feedback (except for basic rumble effects) and terribly sluggish wheel response - something that has apparently not been fixed since beta - are more than enough to scare me away until I know if it's really as bad as it sounds.
And that's a shame really, because I had a blast spending an inordinate amount of hours just cruising in TDU1, where the PC version at least had pretty great wheel implementation, including proper force feedback. I would love to get TDU2 for the same purpose, but there's no way in hell I'm going to play it with a gamepad.
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Click on "Normal" first, then, as soon as the ad starts, click on "High". Then you skip the ad.
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A familiar tale then, and not the improvement most were hoping for.
This really, really, really needs a demo, desperately, so people can try the handling. I for one liked the handling in TD:U (after some tweaking), but many people playing the beta it feels much more like an arcade racer now.
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this should have been the first thing to fix, sounds like I'm gonna wait till it's 20 quid to drive around ibiza rave tunes pumping
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Edit: To be fair, this is a mess on my PC, maybe nvidia owners will have more luck.
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Also, I'm all for customisation (car and character) and meta-game style purchasing/designing of properties, but I absolutely hate the Home-lite, livin' it large in Ibeefa (including the horrible music), really cheesy/terrible "story" type stuff they've added onto this.
If I pick it up, it won't be before the price has come down... a LOT.
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I too wish game reviewers were more complete in their reviews. I want to know the pros and cons of the included features. I want to know how many cars are available, if I can easily switch between songs on the controller, if I can play my own music, if the game features replays, how's the framerate, how's the damage model, etc, etc. Yes it's alot, put it into a separate section if it doesn't fit into the flow of the review, or provide a post review q & a if need be, but ffs review the game!
Read like a 7 to me.
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If the steering wheel support - and the handling in general - is as bad as an increasing number of reports indicate, it was €50 out the window, but I loved TDU1 too much not to take my chances on TDU2 as well.
I'll report back later tonight with my impressions of how the game plays with a Logitech G25. Assuming I'm not in the group of people who apparently have problems getting the game to register their wheel at all. Something that can presumably be fixed by uninstalling the Logitech Profiler software, but there's no way in hell I'm going to cripple my experience in several other PC racing games just for the sake of TDU2.
But I think I better reserve any further doom and gloom speculations until I have first hand experience
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The game plays like a giant advert for car manufacturers, I almost expected to have links appear in the game telling you where you can buy the car you are driving.
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It's all fine and well having two huge locations to roam around - which is the whole reason I've been looking forward to this game and decided to buy it tonight - but that may not be enough if the car handling and control implementation are inferior to how they were in TDU1. Which is what a worrying amount of posts on the official forum make it sound like.
My Steam download is at 75% so I guess I'll find out for myself soon enough.
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Shame - I enjoyed the PSP version and thought this would be fun. Sounds naff, though.
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Sorry about the lack of comment on wheel support, but we were supplied with a 360 version and I don't have access to a 360-compatible wheel.
@Subquest
No, that wasn't me playing in the video.
@infoxicated
I personally love this game and had to talk myself down from a sentimental 8. I'm sure I exhibit many weaknesses in this review but I don't think pandering is one of them.
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Nice to know the paying customer continues to be treated like criminal scum eh, Atari?
I'll tell you one thing - you publishers treating me like a criminal for buying your shit is making it incredibly easy for me to ride out this recession without giving you charlatans a penny of my cash.
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It's gotten worse? It was bad enough in the first.
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Let's put the big nasty issue on the table right away. Force feedback doesn't work!
It's been advertised as a feature of the game (and should be a requirement of all racing games that have any wheel support at all), there are seven or eight different settings for it in the game options, and yet I've now seen numerous reports besides my own saying that there's no force feedback at all in the game, only basic rumble effects (which is a separate setting).
This issue has been reported for a number of Logitech wheels, including the G25, G27, Driving Force Pro/GT and Formula Force EX. I've also seen one person mention on the official forum that there's no FFB with his Fanatec GT3RS wheel.
For the rest of this post I'll just copy/pate what I just wrote in a thread on the official TDU2 forum on the problem.
"After much mucking about with the Logitech Profiler and the in-game settings, I've begrudingly had to accept that I'll be playing this game wihout force feedback until they hopefully patch in this advertised but apparently missing vital feature.
I'm still experimenting with "canned" effects from spring and damper settings in the Profiler, but right now I'm keeping them low to the point of being unnoticeable. They simply feel terrible at high settings. The wheel centering setting in the Profiler doesn't seem to do anything even at 90-100%, at least not unless it's coupled with high spring and damper settings (in which case it might just have been the spring setting that caused the centering effect).
One light in all this gloom is that at least I've been able to dial in the steering to be pretty responsive, so while there's the huge immersion factor from force feedback sorely missing, I'm at least able to drive well enough (I've actually come across dedicated sim racers on the iRacing forum saying they keep FFB turned off to help precision - they may have a point, but I'd take the immersion of FFB over slightly better cornering precision) and so far first impressions of the game have been fairly good (clunky menu systems aside).
Here are my current Profiler settings for anyone interested.
Overall effect strength: 102%
Spring effect strength: 10%
Damper effect strength: 10%
Centering spring strength: active and at 85% (but as mentioned it doesn't really seem to do anything)
Degrees of rotation: 540
Allow game to adjust settings: active
And here are my in-game settings.
Vibrations: slider all the way left (I don't care for rumble effects when they aren't accompanied by FFB. I might turn them up slightly for off-road)
Force feedback: pick any setting. None of them make a difference whatsoever.
Controller linearity: slider two ticks to the right (which should be a value of 1, fully linear, according to the wheel configuration guide in this forum).
Speed factor: one or two ticks to the right
Steering damping: slider all the way left
Dead zone: slider all the way left
Pedal sensitivity: sliders in the middle (linear)
And I'll end on this note - fix the damn force feedback Atari/Eden. That it's not working across a range of popular steering wheels is inexcusable, particularly since the issue was reported during beta already several months ago."
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@ oli, eurogamer reviewed the hapless 360 wireless wheel, thought you might have had it in the office still...?
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Handling feels precise and response enough with my G25 (once I had spent some time dialing in proper settings, including wheel rotation in the Profiler), but since it's the first racing game I've ever played that didn't have force feedback for my steering wheel, it's incredibly hard for me to form an opinion of the physics, since I don't get all the usual FFB clues on weight transfer, grip, road surface etc.
I think it's pretty safe to say though that it's very close to being a pure arcade racer, but I'm usually capable of enjoying anything from Burnout to iRacing, so that in itself is not a problem for me.
So far I've grown more attached to my starter 1980s Lotus Esprit S3 than I have to any the cars in the GT5 garage
The lack of force feedback - whether a bug or a feature that was just never finished - really is a massive, unforgivable screwup, and one I seriously hope they get fixed very soon with a patch. But while I wait TDU2 certainly feels like a game I can enjoy quite a bit.
It also doesn't hurt that it actually looks quite good in places - sunset, sunrise and rain/storm conditions especially - even though I have to run it at medium settings and 1680x1050 (my monitor has a native resolution of 1920x1200) to ensure that my framerate stays in the 30-60 range at all times (I'm on a Core 2 Quad PC with 8 GB RAM and a Geforce GTX 260).
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i am happy that it got a 7, now i am in no rush to get it
i'll get it when i'm done with Motorstorm 3 and GT5 and...blooddrive and monstertrucks and damn it...Deadspace 2,LBP2,DCU
PS:i hope Atari sell a bucketload of TDU2, they really need a commercial hit theese days oh and Eden needs to do another Alone In The Dark
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]http://www.examiner.com/video-game-guide...[/link]
Interesting...this review seems entirely ripped from Eurogamer!
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Tell that to Burnout Paradise...
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Tell that to Burnout Paradise...
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I think that was before I joined. I haven't seen it - maybe someone made off with it. I'll investigate.
@AgentBalti
!!!!!
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Looks good but with so much stuff out soon £35+ is to much a gamble for my budget
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http://www.game.co.uk/lowdown.aspx?lid=1...
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Your review reads to me like the game fails in its execution, both as a driving game and in its attempts to be cool.
Yet you give it a 7/10.
If Eurogamer can give a great game a "solid 8", then a "pandering 7" has to be the next step down. Otherwise it'd be a 6 or a 5 and you'd properly stick the boot in. Yet you guys rarely ever do.
Fortunately the score means little to me - the contents of your review have already swayed my decision and I won't be buying it.
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http://www.gameguidedog.com/game-walkthrough/Test-Drive-Unlimited-2-walkthrough-video-game-guide-PC-PS3-XBOX-360
The lazy, unethical fucks.
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Sounds like real driving on real roads to me. 95% of all modern cars will understeer on the limit, usually fairly beningly, sometimes scarily.
Likewise, GT5's crushing monotony is getting chopped for this bright star
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I did find the game a bit easier to handle in bonnet view, as it happens, but all its cameras are pretty good (unlike, say, GT's).
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Christ, that GameGuideDog.com site really takes the piss. Has this weird vibe of somehow being auto-generated to attract clicks, yet comment threads there seem to indicate real activity. Love the self-important promotion of the guy that runs it at the bottom of each article too. Wonder what Eurogamer will do...
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Unfortunately I don't have a gamepad available for my PC right now.
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The main difference between it, and the in-car view, is that it appears to go easier on the game engine - not having to render the interior of the car seems to imbue the experience with a perceptible increase in framerate and game fluidity. It is also far easier to weave between traffic in bonnet-cam, possibly just because the view is centred, rather than from behind the steering wheel.
This means nothing in the context of TDU2, of course, which apparently has some major differences, handling-wise.
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A racing game wherein you "collect" cosmetic surgery? This can only be the work of the devil... or perhaps the greatest prank of all time.
I'm almost embarrassed that I like cars now.
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I have been playing TDU2 for 2 days now on my xbox360. I have the Xbox360 wireless steering wheel (which by the way has good force feedback) and I can't believe that TDU2 has abysmal force feedback support. The car doesn't feel any bumps or anything. If I go off road with the car nothing happens it stays the same, nor does it get any rumble effects. It just make the steering work like a power steering that's all no other effect. I thought only PC users were having trouble with the force feedback, I can't believe they didn't put proper force feedback.
However even without the force feedback, I am still having fun with the game.
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http://www.strengthgamer.com/Test_Drive_...
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I didn't mind the handling in the first game but if they've mucked about with it that's disappointing.
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Me neither - I really liked the first game on 360 and didn't expect a simulation or realism. But they have made the physics and car feel MUCH worse. A shame since it could have been an amazing game if the physics were decent or just fun - right now it feels like a Sims game with a really sloppy racing gamer tacked on.
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No buy from me unfortunately.
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Actually fuck it, just get Criterion to remake Carmageddon.
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I'd be interested to hear what slider settings you're using for the gmepad? I loved the first TDU, and have been looking forward to this sequel ever since. Having picked up the game yesterday though, I've found the handling to be absolutely atrocious - worse than the first game by some margin (which was bad enough!).
I test drove all 3 of the starting cars more than once, and have tried all 3 'realism' settings (settled on 'Hardcore'). Chose the Lancia in the end, as that seemed the best of a (very) bad bunch. But the floaty steering and lack of any sense of weight to the cars is utterly ruinous to me. I should point out that I'm using the cockpit view, which it has to be said seems to highlight the handling issues more than the 1st person camera view. But being 'in the car' is all part of the TDU experience to me.
I *really* want to love this game - the entire setup represents the driving game I've always wanted to play, with open roads, civilian traffic, visiting showrooms, building up a cool collection of cars, multiplayer clubs etc... even the cheesy character and story stuff has a certain degree of charm
/rant over
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Such a shame, as I imagine a lot of people not as forgiving us the two of us will simply return the game, or be put off buying it in the first place because of the (justified it has to be said) comments on handling in reviews/forums. All this will mean is lost sales, and the very real chance that the franchise will end with this sequel.
I really hope they do something to address this via updates, but - being a developer myself - I think this is unlikely, due to the cost involved (on Xbox anyway, where MS have a policy of charging for any update dealing with non-critical issues, to dissuade developers from releasing buggy or incomplete games in the first place), and the fact that any big changes to the handling will have huge ramifications for the balancing of the entire game, affecting target times for events etc. I hope to be proved wrong though of course!
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It's not an awful game, just nowhere near as good as it could (and should) have been.
Such a shame.
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Parfum
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Screw you Eden, screw you to the core.
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So I bought this game, as it seemed to be the only one that does not limit the driving to race tracks (and to super overpowered and unaccessible cars) as well as to allow for free rides on open roads... I didn't have to mess around much for adjusting the steering wheel controls for my Force GT wheel, they were ok right out of the box. However, after having tried it, I am still looking for such an above-mentioned game, since TDU2 does NOT deliver :
1- There's a futile background story that attempts to force some RPG flavor to your driver's stance. You can't get away from it, you MUST play the role of an underrated groom who's trying to gain the interest of a somewhat whore. Its long, annoying and stupid, trying to show-off in a world of somewhat dumb "newly riches" and their deviant values having invested these paradise islands. The producers wanted to give its customers the impression of "living a dream", but they really missed the point as they are imposing what cars advertisers think about their target audiences (mostly males not man) : nice cars = nice whores you can buy or get (every body is a whore in a world where money is the end-goal)... As such, you begin in a "dream" where all the ladies are in bikini at a pool side party - maybe that's cool for some (mostly for "wannabe-manly Jak-Ass" teenagers who consider the opposite sex as solely this, a "sex" - which is not even true for the majority of teens who don't rely on Disney or Hollywood to get some education), but heck there's a myriad of other "games" offering such a setting which are targeting this niche of customers, so why impose this context in a "driving-a-car game" for all the characters (customers) out there? When I want to drive open roads, I don't want to hang around nor interact with a culturally stupid, limited and deviant characters, let ME enjoy my rides as I wish please, don't sabotage my gaming/driving experience with such irrelevant (and culturally out-of-line) things...
Here, TDU2 spectacularly misses its target, they should've stick to car driving and everything that goes around it. Personally I hate it when all ladies are ridiculously dressed and acting like Barby-dulls. I could just get over it and drive around, but not my GF : as she says, she just don't want to encourage the creators of such a "retard ambiance reflecting backward mentalities" (*g*)...
2- When you get your caravan, there's a dresser but nothing in it : you can't get rid of your groom outfit unless you decide to waltz around half-naked. There's no clue at all about this issue. In that sense, the house selling thing (being an RPG factor), is very limited if not irrelevant for the game, is very badly done and we could live without it (to the dev/producers : if you can't get even near nowadays standards - nor yesterday's for that matter -, just don't do it).
3- About the online system, the creators have put too much expectations on the online community to actually put meat around their own game product : every race I've fumbled onto while driving the open road were either unavailable (frozen while some host was away, or simply closed due to the lack of online players), either created with one sole flavor leaving other possibilities to your imagination, unless you create such a race and wait for other players... And wait.... wait...
4- The hud menu system (or GUI) is a big mess, not intuitive at all : although its ergonomics are "ok", we just don't know where to look for to improve. At the beginning after you get recruited, there's a message telling that you must acquire a "C4" license... However we don't know where nor how to get it, or when this happens, not at first glance : apart from the little scenarios, there's no documentation nor help system mentioning about the basics and the goals (I bought the game online from Steam - it looks that I'd need to read online documentations, a real immersion braking factor). There's a GPS supposedly telling you what to do and where to go, but after having found my little caravan, I don't know what to do nor where to go (no more GPS "calls" jumping in), all I can find are british resellers offering unaffordable british cars, as well as unaffordable houses, and very limited online races (when they actually work). Do we need to participate in online races to get advancements (more cash when you win, allowing you to acquire another car than the cheap one you get at the beginning, instead of just driving for 100-200 dollars chunks at the risk of loosing those peanuts if you bump a car)?...
All in all, I'm very disappointed with my buy, I feel like having been fooled : sometimes I can't get to their online servers (even though my connection works flawlessly), and when that happens the game just can't start! Needless to say that even though I can connect, online races are very limited and have bugs (like even though when you're not into a race, you can see other online racers cars oddly jumping around, if not suddenly appearing to your front then your left then rear then back on your right)... All I am looking for is a game where we can drive a car on open roads, with a game engine/interface/controls especially designed around driving a car in a beautiful areas... Forget about the obligation to be online just to drive around, and forget about being able to make your driver walk and interact out of the car with other characters : I play Oblivion for that matter (and will buy Skyrim). Even Far Cry 2 (which permits driving different vehicles) is much better at this...
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