Miami looks absolutely horrible snowed-in, plagued with white pop-in. A lot of the natural locations look pretty good, like the Grand Canyon under snow and such, but the cities don’t seem that authentic, especially with the same effect. The world still doesn’t really stand up to much stationary scrutiny. Overall, the presentation is pretty uneven, though. Streets also look excellent when they're damp, picking up either the low-hanging sun or other urban lighting. There’s no denying that, at speed, the game can regularly look exceptionally sexy and, to be fair, "at speed" is de rigueur for The Crew 2. Reflections are another big improvement (reflections against environmental surfaces, that is the less said about the blurry mirrors in cabin view the better). Streets also look excellent when they’re damp, picking up either the low-hanging sun or other urban lighting. Most events simply don’t use it.Īnything involving water is a great showcase for The Crew 2 at its best-looking, from the sloshing waves to the way beads of water speckle and snake across your boat’s bow at high speed. It’s a bit of a missed opportunity to take advantage of The Crew 2’s biggest, goofiest idea. They occur as special ‘Xtrem’ events and as rival showdowns against each racing discipline’s champion (once you hit 70% completion in the required discipline) but that’s it. They have the most interesting circuits, which tend to be based in small, cramped waterways like swamps, caves, and even casino water features.īut strangely, there’s actually only really a handful of those transform races we’ve seen so much of, where you convert from a ground vehicle to plane to boat all in one event. At first I found them almost infuriatingly twitchy, but once I got used to their responsiveness I really warmed to them. They’re bucked by swells which differ depending on whether you’re blasting across a sedate dam or ploughing through heaving open ocean. works really well and I can't imagine playing without it. I know it’s nearly 80 years old, but a Spitfire should be faster than a Koenigsegg. I am a bit disappointed in the speed of the aircraft in general, though. Certainly more than the air racing events, which are quite boring (they’re just races against the clock not the kind of wing-to-wing action we get with GTA V aircraft racing). It’s not at all sluggish and I enjoy the aerobatic stuff a lot. There’s a button modifier to make the planes extra responsive, so it’s possible to snap into rapid 90-degree banks for cool hesitation turns and knife flights, and quickly roll out of an Immelmann or Split S. There doesn’t seem to be any of the kind of buffeting you get in the likes of say, GTA V, but the well-thought out control scheme is nuanced enough to factor in all the correct control surfaces and flight axes. I enjoy the aircraft handling, which is responsive, nimble, and straightforward. The novelty of flying miles above the Earth, turning into a boat and spearing into the ocean does wear off, but there’s no denying it’s tremendously conducive to moving around the world, exploring, and creating ridiculous emergent gameplay moments. It admittedly works really well and I can’t imagine playing without it. A lot has been made of The Crew 2’s ‘Fast Fav’ system, which allows us to magically change between vehicles on the fly. I welcome the lighter approach to the campaign mode and the fun mix of new vehicle types and racing disciplines here, but it’s still a little rough around the edges and missing some surprising features.Ī large amount of content has been added to this open-world race ’em up most notably, aircraft and boats, plus whole suites of events for each. The dramatic shift in tone is perhaps the key reason for this, though the fact that it’s taken a second swing at recreating the entire continental USA for the setting is another. In a lot of ways, The Crew 2 feels more like a reboot of the first game than it does a simple sequel.
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