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David Low
07 Aug, 2006

Test Drive Unlimited Preview

360 Preview | Hands on with Eden Studios' 'World of Carcraft'.
We were recently invited by Atari to check out a near final build of Eden Studios' upcoming Xbox 360 driving game Test Drive Unlimited. In the same way that Gran Turismo's career mode and collection elements often earn it the title 'Car PG', Test Drive Unlimited has taken a few pages from MMOs like World of Warcraft, and Atari are calling it a "M.O.O.R.", which stands for "Massively Open Online Racing". Questionable acronyms aside, what this means is that it's an online racing game set in a huge persistent world. As a result, it's one of those games where the potential is hard to judge with just a short taste of what it has to offer, but we got a fair idea of what the game will be like in our time with it.

Test Drive Unlimited's basic concept is an open gaming environment where there's pretty much nothing to do but race ultra expensive cars. Your character starts out with a bit of cash, and you must get yourself a car from amongst the game's licensed high performance vehicles, a house to keep your cars and yourself in, and then set off on a series of online or offline automotive-related adventures. The setting of the game is the Hawaiian island of Oahu, which Atari say has been re-created accurately from GPS data to within ten metres. This means 1,000 square kilometers of palm tree-laced roads, cities, mountains, highways and suburbia to traverse. While it's enjoyable enough to simply drive around and explore (which is in fact necessary, since every road must be driven on to be unlocked), it's also a de-facto replacement for a regular racing game's menu or lobby systems.

While you can zoom out and pick a challenge or race from a map, you can also do it in a more naturalistic way – by driving to the event. Floating icons litter the landscape, and at any time you can check out possible challenges simply by hitting a button as you drive by. Upon winning challenges and events, you'll earn money which can be spent on more cars (and motorcycles), bigger and more houses (needed to store all your cars), even licensed clothing and after market accessories. Of course, the game progresses as you gain cash and status.

The usual car pr0n.

The usual car pr0n.
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This open design extends to the online multiplayer. Test Drive Unlimited's servers support an unlimited number of players (hence the name), and it handles this by setting each user in their own 'bubble' view of the world, where the eight nearest players to them are on their map. While driving around the island, you can challenge any other player you pass at any time simply by flashing your lights at them. Upon acceptance of the challenge, you can set the rules and destination and then you're off. All the usual competitions, rankings, classes and events are also present, but Eden Studios have also put a lot of effort into the game world's social structures, allowing for the creation of teams and clubs. Your club can even have it's own headquarters, ranking and rivalries.

The words 'Test Drive' in the game's title are somewhat misleading, because the racing itself is firmly in the arcade camp. There are a variety of handling options, but most people will stick with the 'assist' mode, meaning you don't have to worry too much about the subtleties of weight shifting and over-steer. You may have to use the brakes every now and then, but it's much more Ridge Racer then Forza, with all the drifting, slipstream passing and nudging we've come to expect. Collisions are particularly unrealistic, since there is no damage modelling to playable cars (although NPC cars do take damage). Atari told us this was a conscious decision to save players from tedious repair stats, but we've a feeling it may have something to do with the car makers not wanting to see images of their products damaged.

Unfortunately, the lack of car damage sometimes takes any realism and weight away from the racing. The crash model seems to be based on a premise that fancy cars are indestructible, and instead of the usual semi-elastic collisions, all crashes between racers seem to be totally elastic, and you'll see cars and bikes bounce all over the place like they're made of impossibly shiny rubber. It also looks ridiculous when your Ferrari ploughs through a carpark full of NPC cars leaving a trail of twisted metal, yet your own vehicle not only survives without a scratch, but seems to have been created of matter twenty times the density of everything else, as if it were made on the planet Krypton. This problem doesn't affect most races, but is worth noting for those who were after a true simulator.

Don't expect realistic crashes.

Don't expect realistic crashes.
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The racing itself in Test Drive Unlimited takes full advantage of the large open setting. While the tracks in other games may have shortcuts, it TDU you're simply given a start and end point, and you can take whatever route you like to the finish line. To help you in the right direction, you're supplied with a GPS display which shows the what it thinks are the best roads to take to the end, but much like a real GPS, it can sometimes have a 'different' idea of what's quickest, and if you know the area you may be able to shave some seconds off your time by taking an alternate fork in the road. Another strength in this regard is that you can drive off any unprotected edge of the road and go cross country. This can be daunting, as you may have missed an important overpass (or hit a tree) and have to turn around, so as a concession you can always hit the 'back' button to be dropped back on the appropriate road with a time penalty. The back option may be a little too lenient though – at one point in a race we were screwed out of precious seconds by missing an exit and continuing on a less direct route, yet a guy who actually hit a tree was better off because he was dropped back on the appropriate main track!

Another area where Test Drive Unlimited excels is the technology. The cars and bikes are nicely detailed, from authentic interiors through to the now-standard shiny paint jobs. While it's as about as good looking as most racing games - the detail on the buildings and environments is excellent - at first glance the environments may not seem that special for an Xbox 360 racer. But it's the scope that makes it impressive. In a fifteen minute race at 120mph, we only crossed ¼ of the island. Along the way we passed hundreds of unique houses, mountains, beaches and plains. It's truly one of the most expansive environments we've ever seen in a game, and it will be interesting to see how it works once the players start filling the servers. There's really only one thing disrupting the illusion, and that's the lack of people walking around. There are a few touches that imply life, such as ever present paper and leaves flying around to 'fill in' the empty space and make it feel less sterile, but this, combined with deserted streets mean the city areas look like a deserted town straight out of a Zombie movie. The suburban areas therefore look best, because the lack of people walking around is most realistic here.

The suburban areas look the best.

The suburban areas look the best.
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Overall, Test Drive Unlimited is loaded with offline content and seems to have some good ideas and structure for its online community. It remains to be seen exactly how well it will deliver well on its premise of a 'Car MMO', but while the racing itself has a few quirks, it looks set to be an entertaining world for car freaks to get into upon its September release.
Overall:
If you're a car freak or even an adventure fan with a penchant for racing, this may be one to look forward to.

Related Test Drive Unlimited Content

New Test Drive Unlimited content drives in
27 Jul, 2007 More cars now available.
Test Drive Unlimited content released
14 May, 2007 Some free, some not so much.
Test Drive Unlimited Lexus Car Pack available on the Marketplace
13 Apr, 2007 The first of several Lexus models.
12 Comments
6 years ago
I'm still unsure of what to think of this game. I love the concept and everything, but the videos I've seen make it look very arcadey (almost Burnout-like when you hit traffic), and the car sounds are waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayyy off. Each of the cars I've seen in videos sound nothing like their real life counterparts. It's just like they've tacked on random sounds they thought might fit the car. Ford GT? Oh whack on "generic American muscle 2" sound.

The graphics are mediocre too. I mean they aren't bad, but I was just hoping that a year after PGR3 we might see something at least on par.
6 years ago
Correct me if I'm wrong here but PGR 3 was relatively short was it not? (when compared to PGR 2) Also the fact that PGR 3 was quite rushed is obvious isn't it?

I wouldn't know obviously considering I haven't played it yet but that was the impression/s I've got from other people. Bearing this in mind, comparing TDU's graphics to PGR 3 is a little stupid as far as I am concerned. Obviously visually PGR 3 does crap all over it, but when you think about size of both games and what you can and can't do, the comparisons are irrelevant. Isn't that expecting too much of TDU considering the game's size?

Oh I dunno, I'd probably come across as the TDU fanboy I am if I defended it too much. icon_wink.gif Definitely want this game NOW. Goddamn September 29th can't come soon enough.
6 years ago
PGR3 is only short if you only complete just the platinum races icon_razz.gif Less skilled players will take longer because it's harder than PGR2. Also the map editor and online play makes it a longer game too.

Rubertastic crashes, no damage models and dodgy sounds make this a no go for me.
6 years ago
Why do game makers for the 360 insist on using out of focus visuals? A person's eyes don't do that, only cameras do. They could have ditched the blur in favour of pedestrians.
6 years ago
Sin Ogaris wrote
Why do game makers for the 360 insist on using out of focus visuals? A person's eyes don't do that, only cameras do. They could have ditched the blur in favour of pedestrians.
Eyes work the same, as far as I understand anyway. Hold your finger up and focus on it, and try and watch what happens to the background. Then focus on the background and watch your finger blur.

Game looks good anyway - I've just picked up PGR 3 and gawd, it's nice but the loading! Some events only last 15 or 20 seconds anyway, then you get another 10 seconds of loading. I'm guessing this will also be loadtastic - did you notice how good/bad that aspect was David?
6 years ago
Your finger doesn't blur, it multiplies and appears faded because you're seeing it in a different position from each eye, so in theory if they were imitating the eye the background would be ghosted, but it isn't, it's blurred. I see it all the time in games nowadays (not necessarily just on 360 either). It's one of those effects they're using to try and make games imitate films, which has always bugged me (I'm more for the Half-Life 2 / Prey route where the game totally immerses you into the character).

But as for this game itself, It sounds interesting, I'd like to see how the multiplayer aspect pans out if it continues to be great or if it starts to get a bit tedious after a while (I mean once you have that McLaren, or Maserati or what have you, what other goals are there?).
6 years ago
^ I don't think Sin is talking about depth perception but motion blur. I do agree that it is an anoying trend as we have the hardware capable of putting out some beautifull high definition graphics and then it is purposely blured??? All games that have motion blur should have an option to turn it off like the GTA games do.
6 years ago
Ghosting, blurring, what's the difference?! icon_razz.gif Truth be told though, I do agree with you that motion blur is a tad overused in games. It's like the whole lens flare thing again - you couldn't play a game between 1996 and 2001 without a bleeding flare effect from an in-game headlight/sun/light bulb popping up.
6 years ago
Actually, I can answer everyone's queries.

Yes, TDU has basically no loading, so that's another plus. Even if you pull back to the map and jump to the other side of the island, it's only 5 seconds. If you're just driving around there is never any loading as far as I could tell.

As I said in the preview, it doesn't look as good as other games initially, but it's so much more open. Think of it as an adventure game's engine, like a Zelda overworld.

As for the blur thing - well, when the 360 was about 3 months away, a few of us were invited to a Microsoft event where they showed an early version of PGR3. They showed us the then 'new' blur feature, and explained why it was there. Basically, the game world is so detailed that it gives you headaches when viewed, because your eyes do so much work trying to focus on so many details that are supposed to be at different depths. So they invented the blur feature to assist your eyes focusing, and avoid the headaches. Obviously other companies have decided to do it for similar reasons.
6 years ago
Interesting, that at least explains it. Although it'd be nice to try the alternative (some things which cause headaches for some, don't for others). Thanks for the info though, I never really thought of it like that at all (obviously).
6 years ago
Whatever that 'sheen' is plaguing Xbox 360 games....yea well I hate that! PDZ is basically a showcase for it (along with GRAW). I don't mind blurring or HDR lighting or light bloom......i've never minded those things....it's that shiney look you get on the 360 that I really can't stand.
6 years ago
nikack wrote
PGR3 is only short if you only complete just the platinum races icon_razz.gif
Definitely something I will be focusing on. icon_wink.gif

Back to TDU, I think it is pretty much guaranteed now that this game will not disappoint me. Obviously I haven't played it yet but I don't think I have to in order to make such a call. Come September 29th, I shall be in racing game heaven. Well, until Forza 2 and the next Gran Turismo come out anyway. icon_biggrin.gif
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Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Atari
Developer:
  Atari

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