it’s nice to see bits of my cars buckle and bend in the location they were struck and the deformations look pretty reasonable. While we’re talking about physics, the vehicle damage modelling is not too bad. It’s something you get used to, but it never quite feels as responsive as I’d like. My speedo would be telling me I was over 200km/h, but it felt like a much more pedestrian pace. The sense of speed isn’t quite there either. Trying to drift was especially not very satisfying. The handling is loose and I often felt like my car was sliding along the ground rather than rolling. I can’t draw any comparisons, but my biggest bone to pick with The Crew is the physics. Having not played The Crew in its original release I understand the physics and graphics of the original have had a pretty big overhaul with the release of the “Calling All Units” expansion. So how do you differentiate? Add a story? Add crazy amounts of vehicles and customisation? Make a humongous open world or maybe all of the above? Well The Crew, “Calling All Units” has decided to go for the latter, more ambitious option with mixed success. The genre is pretty heavily saturated and when you’re aiming for realism, there’s not a lot of creative wiggle room. It occurred to me when I found out that I was going to be reviewing The Crew “Calling All Units,” that developing a realistic racing game these days must be really tough.
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