Curated by THEOUTPOST
On Sat, 14 Sept, 4:02 PM UTC
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[1]
Test Drive Unlimited Solar Crown review - tech issues mar the return of the original name in open-world racers
Test Drive Unlimited Solar Crown's technical issues, both online and in performance terms, do a disservice to a novel, detailed game world. It seems odd, perhaps even unfair, to begin a review of a game grumbling about its technically wobbly launch. After all, the server issues that Test Drive Unlimited Solar Crown has suffered with in its 'Gold Edition' early access period are hopefully fleeting in the context of the lifespan of the game, and nobody complains about the fact that it took Michelangelo a little longer than expected to get the Sistine Chapel right, right? The problem is that not mentioning it in the bit of the review you read before getting distracted by something on the sidebar would underplay just how spectacularly badly it's all gone. Even with only the relatively modest population of Gold Edition purchasers, the servers crumbled faster than a dunked Digestive. Often, you'd be held at the login screen, unable to start the game at all. If you were lucky enough to hit the tarmac on Hong Kong island, you might still be unable to start a race, even against AI-controlled opposition, because of a mandatory check in with the servers before every event. Worse still, you might actually finish a race and still lose that progress as the game pings the server again before the results screen. I found myself having to play the game exclusively between the hours of six and nine in the morning to ensure a reliable connection, squinting at apexes through bleary, tired eyes. And, just to reiterate, this all occurred before the floods of new players arrived on the game's official launch day. The other reason it bears mentioning early on in this review is that, even though the always-online service has become slightly more stable, it feels instinctively unnecessary. The game is perfectly capable of populating its races with AI cars rather than its preference of seamlessly adding other real world players, so why make the check for those players mandatory? What's more, unlike many games, including genre stable-mate The Crew, Test Drive Unlimited isn't hell bent on getting you to spend real money to top up your in-game balance, so it's not like there's a delicate real-to-pretend economy to doggedly police via a constant online connection. The lack of microtransactions should be something to be celebrated, but we've inherited a good chunk of the inconvenience that usually accompanies them. In fact the most damning thing is the existence of the original Test Drive Unlimited, which managed to handle the blend of online and online play far more elegantly nearly two decades ago in 2006. So assuming - and it is a big assumption - that the game is functional at all, what's actually there? Well firstly, a roughly one-to-one recreation of Hong Kong Island to serve as your occasionally-online, modestly-multiplayer automotive playground. Initially, Hong Kong might seem a strange pick, given that it's best known for its dense urban areas, but there's a wealth of serpentine mountain routes and off-road trails towards the centre of the island. It's perhaps this that gives developer KT Racing the confidence to leave in some of the narrower city streets, rather than widening them to accommodate higher speeds and less careful driving. Some of the best races Solar Crown serves up involve moments such as dashing through the narrow Macao ferry terminal or down a cluttered side alley. Hong Kong Island turns out to be an inspired choice of location, and its authentic scale is refreshing after so many games that only offer an abridged representation of a real place. Unfortunately, while the map has a pleasing attention to detail, the game engine simply can't keep pace. This is either a game that is extremely poorly optimised or an engine that fundamentally isn't equipped to deliver what's being asked of it. The console versions in particular suffer, offering a choice between a performance mode that offers higher frame rates but only at a resolution of 1080p, or a 'graphics' mode which increases the resolution and fidelity slightly but only at a frame rate that can't consistently hit 30 frames per second. Don't get me wrong, it's not exactly Sophie's Choice we're discussing here, but both options feel inherently compromised and, dare I say it, distinctly last-gen. It's a shame because the characterful map is done a disservice, and the game does have rare moments of beauty, but they are usually related to the lighting and atmospheric effects. I was particularly struck by the representation of the morning haze out in the bay, which I strongly associate with that part of the world. Characterful isn't a word I'd use to describe the actual characters in the game, mind you. Solar Crown's plot is some by-the-numbers nonsense about elite street racing, delivered by a host of forgettable, dead-eyed marionettes. It's endemic of a general sense that the game has had a personality bypass, something that's evident in the events and activities you'll be participating in as you build a reputation with one of the two clans in the game. There's the odd memorable combination of car and track, such as an early duel against a single opponent in a Mini Cooper through a freight harbour, but there's nothing of the scale and ambition of the showcase events in Forza Horizon, or even The Crew Motorfest's themed playlists. Progress through the campaign can feel slow as well; the most desirable cars are eye-wateringly expensive and require a certain reputation level to unlock, so you'll spend more time in individual vehicles than in a game like Horizon that dishes out exotic supercars like brightly coloured candy. To a degree I respect the decision, which aims to have you build a genuine sense of connection to and ownership over your fleet of cars, something that the original TDU did so well. It does also feel, though, like a bit of a smokescreen to cover the fact that the overall car list in Solar Crown is more modest than its bigger budget open-world competitors. At least the meat and potatoes of racing is fairly entertaining. The game has a curious handling model, generating huge amounts of understeer when you're braking for corners, but dishing out armfuls of oversteer when you lift off in medium and high speed turns. It feels unnatural and while you will inevitably adapt to these quirks, it's odd that a studio that produced a series of realistic World Rally Championship games has settled on something that feels so little like driving a real car. Almost uniquely, Test Drive Unlimited Solar Crown's fate is likely to be determined not by the races and events, the handling or the extremely slight storyline, but by how players embrace Hong Kong Island as a place to hang out with friends in virtual cars. It's hard to overstate how differently the original Test Drive Unlimited played from any other racing game when it arrived in 2006. It was essentially a social driving game, with players often spending more time cruising the map in groups than participating in formalised events. Nowadays, though, players have plenty of alternative options to scratch the same itch, most notably Forza Horizon and The Crew Motorfest, the latter of which is built by a studio that rose from the ashes of original Test Drive Unlimited developer Eden Studios. With daunting competition like that, Test Drive Unlimited Solar Crown's only hope is that it can keep its technical niggles at bay and that its novel, lovingly crafted recreation of Hong Kong Island is enough to claw its way to cult favourite status among genre fans and digital tourists.
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Test Drive Unlimited Solar Crown Review - IGN
Forced online requirements, inconsistent AI, and chore-like progression undermine otherwise robust driving. Nearly 10 years ago, former Need for Speed developer Ghost Games copped a kicking for making its 2015 series reboot online-only, even in single player. In response, its 2019 follow-up Need for Speed Heat did not require a persistent online connection. Earlier this year, Ubisoft decommissioned The Crew, making it impossible for owners to play from now on - even by themselves. The move wasn't received well. This very week Ubisoft has confirmed The Crew 2 and The Crew Motorfest will now get offline modes. In contrast to these course corrections, Test Drive Unlimited Solar Crown arrives in 2024 as another online-only racing game that seems to have little interest in being something that's satisfying to play solo. It's a baffling start and, despite a nice handling model and a lot of effort on display in its unique open world, it unfortunately doesn't get any better. The original Test Drive Unlimited was a pioneer of MMO, open world racing. It was the pioneer, really, and remarkably ahead of its time. However, despite being fondly remembered for its trendsetting online philosophy, 2006's Test Drive Unlimited still had a dedicated single-player mode (one that remains accessible and playable offline today). It simply layered its multiplayer mode over the top of it. The always-online Solar Crown is not built like this, and it's infinitely poorer for it. There are AI opponents, but there's no dedicated single-player mode to speak of - just a map full of events that other players may or may not hop into at the same time as you. During my time with it, prior to the standard edition release date, another player joining my race has actually been an extremely rare occurrence. But the threat of it is always there, because there's no way to opt out. This puts Solar Crown in a very weird place. It means that, even though my experience has almost exclusively been competing solo against the AI, I'm still burdened by all the foibles of online racing. This means lobby countdowns I can't fully skip before starting a race, even though I don't want to wait for anyone else and wish to start by myself. It means races I can't even pause, which is an absurd problem to have when playing entirely against AI - and totally contemptuous of parents and anybody else with the audacity to ever need to... stop what they're doing for a moment. It also means races don't even have a simple, quick restart option; to restart you need to abandon the race entirely, re-enter the event, and sit through the same lobby period. Even when you're the only human in an event, if there's a connectivity issue during your race, you'll be kicked out. If there's a problem in free roam, you'll be kicked out to the menu screen. Hell, if there's some sort of server maintenance or technical snag when you boot up, you won't be able to play at all. In my most recent session I haven't been able to play for more than a few minutes at a time before being kicked out. Every online-only requirement feels like a punishment for playing it by yourself. You don't want to play with other people? Too bad, you're online anyway. Unfortunately, the racing itself is not strong enough to make these online quality-of-life sacrifices worthwhile. At its best, on Solar Crown's most well-plotted race routes, the racing is... fine. At its worst, however, it's tedious and unsatisfying. The AI opponents are a constant sore point, and they undermine the experience by being rubbish in some conditions and supernaturally gifted in others. Solar Crown features a handful of named difficulty levels for its AI opponents but, unlike other racing games, it does not let us manually select their strength. This means Solar Crown automatically bumps up the difficulty as we progress. The spike, however, from 'Experienced' to 'Expert' is hideously ill executed - so your reward for good performances against the 'Experienced' opposition is simply a bad time. Now, I should stress that you don't actually need to win, or even podium, in Solar Crown's races to earn credits; a better finishing position just results in a little extra gravy on top of a base payment for completing the race. There is, however, a list of secondary objectives that regularly do require you to be at the pointy end in specific events. This can be daunting against rival racers who - on some courses - will simply gallop away from you in cars that ostensibly have the same performance level as yours, recording race times that can be faster than the quickest human players on the current global leaderboards. This is a ridiculous problem to have, and it's one you can't solve by simply opting out of the Expert AI setting. Again, we don't actually have the ability to adjust it. It's also not as straightforward as selling a car you've discovered is uncompetitive in the current class you're grinding through and buying something that seems quicker, because you can't sell cars. If you've just dropped a ton of credits on something that's not working out, it's back to the grind until you can amass enough to try again. It's set to be quite a grind, too; some of Solar Crown's hypercars are priced at over 10 million credits, whereas a typical win only nets you around 20- to 30-odd thousand. There are no driving missions here like in the old TDU games; it's just basic racing, repeated. As far as I'm concerned, if a game starts to feel like a job, something is amiss with the pace of progression. At any rate, the only solution is to complete and lose races, and wait until the automated difficulty decides to do you a favour and bump things down a notch - to a place where the AI racers aren't capable of driving faster than the entire player base. This is a total waste of time, but it gets worse. After being stalled chasing the objective on one particular race, Solar Crown started slashing my payouts and XP for subsequent attempts. By the time I eventually completed the goal, the credits and XP had been cut to a pittance and were virtually worthless. Several days later I noticed the payouts had returned to normal, but nothing about an apparent cooldown period on rewards is communicated to us in-game. Why are we being strung along with come-back-later mechanics like mobile gamers? Solar Crown just doesn't feel like it respects your time. At the other end of the spectrum, in wet weather conditions, off road, and on certain circuits, AI opponents can be counted on to be much weaker. The counter intuitive thing here, however, is that these instances of slow or boneheaded AI tended to arrive as moments of relief - especially in the wake of a race I'd lost by, say, not being the single fastest person on the planet. To clarify, the racing isn't unsatisfying because it's tough; it's unsatisfying because it's inconsistent, and it often feels like the AI is cheating. There's nothing fun about sinking a huge amount of credits into a car to put it at the top of a performance window and having it totally unable to compete against opponents at the exact same level. It's even worse when cars with lower performance ratings are gapping you on straights. There are clearly strings being pulled to make this happen, and that's just cheap. Is it better against humans? I can't issue a verdict on that. While special edition Solar Crown buyers have been playing since last week, I'm really not encountering anybody. Only once have I started a race and been grouped with someone else apparently starting the same race a few seconds later. If anything, the racing was worse; the AI bots that filled the remaining six slots in this case seemed twitchier, heavier, and drove like I wasn't there. But beyond that, nada. There are dedicated ranked races on the map, but they don't appear to be attracting anyone yet. I've sat in the lobbies for those and have seen no one join me. While other racing games will pool interested players into quick races, Solar Crown seems like it's relying entirely on people just... deciding to trigger the same race at the same time. Levelling up will eventually unlock new tyre compounds and pre-set driving modes that let us eek some more speed out of our cars, but there's so much contradictory information in these options it's hard to know what will ultimately help. At level 30, I decided to purchase a Nissan GT-R and scanned the driving modes before my first event. Dynamic mode, which claims to boost acceleration, only lowered my acceleration stat. Sport mode, which Solar Crown reports will lower my acceleration, actually raised it. So what do I go with? What's going to help? Well, it's slower than the rest of the field in either configuration, so who can say? It's a mess. The annoyances continue. The world is particularly handsome at night in the neon bathed streets, but there are sections that suffer reproducible pop-in, or objects cars can clip through. When on foot, button prompts disappear the instant you run too close to the door you want to open or person you want to speak to. You can't easily invert the camera - you have to manually remap the controls for forward and back on the stick. Locations I've already discovered and have unlocked fast travel to are becoming unavailable. I can no longer use them for fast travel, despite the roads around them clearly indicating I've been to them before (and Solar Crown ultimately knowing I've been there before, because it won't re-reward XP for "re-discovering" them). Driving to places I've already unlocked is more wasted time, so it's a bug a game that's already filled with time-sucking, always-online caveats and non-adjustable difficulty settings definitely didn't need. On top of that, roads driven on during races don't actually count as driven on in your game; you have to drive over them in free-roam to add them to your tally. Is this intentional, or just another bug? Hard to say, but either way it's more double handling. It may sound by now that Solar Crown really gets nothing right, but that isn't true. Crucially, it boasts a predictable and approachable handling model that's easy to get to grips with. It's arguably a little understeery, and the drastic speed reduction from hitting roadside destructables feels too heavy-handed for an arcade racer, but it drives quite well and is definitely a step up from the divisive feel of Test Drive Unlimited 2. There are also a lot of things I enjoy about Solar Crown's Hong Kong map. There's a good mix of variety in terms of road width, from extremely narrow one-way alleys and accessways, to snaking hillside roads reminiscent of KT Racing's own WRC games, to wide freeways and tunnels. There's an eye-catching level of complexity to Solar Crown's on- and off-ramps, and I really love the look of the many underground, polished-concrete parking garages that lurk everywhere under the city - complete with working boom gates. Unfortunately, it lacks much in the way of atmosphere overall, and this version of Hong Kong certainly doesn't feel like a living city in the same way it does in the likes of Sleeping Dogs. Sure, it's an adjacent genre and the driving physics in Sleeping Dogs are sloppier than a soup sandwich, but it stands up as a world. In Solar Crown, people are rare and the futuristic augmented reality overlays are an eyesore. Virtual parking lane notifications are constant, ugly screen clutter, and the giant, identical AR lettering over key locations just makes everything feel the same. Of course, when you do enter dealerships - with their enormous layouts and sparse arrangements of cars - it's evident they all look the same inside, anyway. They look nothing like the convincing dealerships in TDU1 and TDU2. On top of that, traffic is light and doesn't ever seem very authentic; too many of the NPC vehicles are just the same small handful of cars from Solar Crown's drivable garage, so there's no authentic variety. The car selection is a letdown, both compared to its current peers and the original Test Drive Unlimited games. In 2006's Test Drive Unlimited, for instance, a majority of the cars featured were current models released within a few years of its arrival. Classic cars still appeared, but the line-up felt fresh and cutting edge. Solar Crown doesn't really have that same flavour. Only a tiny sliver of the cars here are even from this decade, so there's an unavoidable staleness. Japanese cars have always been significantly underrepresented in TDU, but if you were thinking the geographical proximity at play with Solar Crown might trigger an increase, it absolutely has not. We get a 2011 Nissan 370Z, and a 2009 GT-R. That's it. There are some details I do really like, though, and there's been some impressively granular work done regarding car sound. The hiss of wet asphalt or the bark of your exhaust note changing tone and volume as you wind down the window during the rain or in a tunnel is particularly lovely stuff. The visual effects for rain in cabin view still aren't as good as the ones in the 10-year-old Driveclub, but I've been saying that about all racing games for a decade now.
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The latest installment in the Test Drive Unlimited series, Solar Crown, has been released with mixed reviews. While it offers an expansive open-world racing experience, technical issues and gameplay limitations have marred its reception.
Test Drive Unlimited Solar Crown, developed by KT Racing and published by Nacon, marks the return of the beloved open-world racing franchise after a 12-year hiatus 1. Set on a virtual recreation of Hong Kong Island, the game promises a luxurious driving experience with a focus on high-end vehicles and lifestyle elements.
One of Solar Crown's standout features is its meticulously crafted open world. The game's rendition of Hong Kong Island is praised for its attention to detail and scale, offering players a vast playground to explore 2. The environment is rich with diverse landscapes, from bustling city streets to winding mountain roads, providing a visually engaging backdrop for racing enthusiasts.
Despite its ambitious scope, Solar Crown is plagued by numerous technical issues that significantly impact the player experience. Both reviews highlight problems such as frequent frame rate drops, texture pop-in, and inconsistent performance across different platforms 12. These issues detract from the immersion and enjoyment of the game's otherwise impressive world.
The game introduces a unique progression system centered around two rival factions: Streets and Sharps. Players align with one of these groups, participating in various events and activities to climb the ranks 2. However, the gameplay loop has been criticized for feeling repetitive and lacking in variety, with a limited number of event types available at launch 1.
Solar Crown boasts a roster of high-end vehicles from renowned manufacturers. The driving model is described as accessible, striking a balance between arcade-style fun and more realistic handling 2. However, some reviewers found the car physics to be inconsistent, with certain vehicles feeling more polished than others 1.
The game emphasizes its MMO-like elements, allowing players to interact in the shared open world. Features like the ability to walk around on foot and visit various locations add to the social experience 2. However, the implementation of these features has been met with mixed reactions, with some finding them underdeveloped or lacking in meaningful content 1.
While the game's recreation of Hong Kong Island is visually impressive, the overall graphical quality has been described as inconsistent. Some areas and vehicles showcase stunning detail, while others fall short of expectations for a current-generation title 12. The audio design, particularly the engine sounds, has received praise for its authenticity and impact 2.
Both reviews acknowledge that Test Drive Unlimited Solar Crown feels somewhat unfinished in its current state, with various features and content seemingly missing or underdeveloped 12. However, there is recognition of the game's potential, with hopes that future updates and expansions will address many of the current issues and flesh out the experience.
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