Thrustmaster T300 RS Steering Wheel – Review

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How to play racing games – Step One: Get a wheel.

It may seem like a simple and obvious instruction and one that is only acceptable if you are a racing game nerd, but the truth is that certain video games come much more alive and enjoyable with a peripheral. Racing games are most definitely one of them.

When we knew we were going to review Project Cars, we knew that Thrustmaster had been working with Slightly Mad Studios in developing their new wheel and said “hey, want us to try it out?” And they did! So after some creative construction, a frame was created to test the Thrustmaster T300RS wheel and the T3PA 3 pedal add on. I’m by no stretch an expert in wheels so consider me a good novice who’s riding the next generation hardware introduction beside you.

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Why did I make a frame? Well firstly height is an issue. If you’ve got a regular office chair for gaming, you need an acceptable height for the wheel. But you don’t need spend hundreds of pounds on a steel frame, although you can, and I would recommend it if you want the comfiest experience possible.

If you’re worried about spending a lot of money on a wheel and having a ghetto frame for it, don’t worry. I have a piano stool that mostly I use for putting my feet on and, with some parental DIY help, reconstituted an old draw to sit on top of it. It’s completely fine and very stable given the force feedback.

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Force feedback is an amazing thing, which has only got better since the days of Microsoft’s SideWinder controller. It brings a realism that breathes new life into a game. But enough of me babbling about how easy the set up and placement of a wheel is, let’s get to it.

The T300 RS is the first official PS4 wheel and comes with a detachable wheel in case you want to ever want to swap it for other add-ons. The wheel is very solid with a rubber texture for easy non-sweaty gripping, solid paddle shifters made of metal and easy to reach buttons for boosts, adjustments and pausing.

The wheel unit itself has a big motor that is actually rather quiet given the input it can throw out on you. The technical is that it’s a brushless motor with a dual belt. There’s a mount on the bottom for you to screw it down securely and believe me you’ll need to. The buttons are all excellently placed and responsive with standard controller layout and more cockpit style placement of the trigger controls. It’s a sleek black and all in all is a good-looking thing, although the mount isn’t particularly friendly to desks with a beam or metal bar underneath.

The pedal set up we have is the T3PA, which is a three pedal unit available separately – clutch, brake and accelerator. There’s a mode button on the wheel to invert the clutch and accelerator, which I’m assuming is useful for some people. But they are robust metal pedals and the brake pedal actually has some good resistance like a real car and makes for some interesting late braking fear in the games. There is something called a conical rubber brake mod included (a big bolt-adjustable rubber stopper) which basically means you can adjust the pedal to have more resistance which is good if you’re heavy on the brakes. All of the pedals are adjustable too in both height and position so you can have wider pedal spacing.

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The games we tested the wheel on were Project Cars and DriveClub on PS4, Euro Truck Simluator 2 on Mac and finally GRID 2 and Gran Tourismo 6 on PS3. So don’t worry, there’s plenty of games it works on and with Assetto Corsa, F1 2015 and WRC 5 coming for the PS4, there’s plenty of next generation stuff coming for you. A note that we couldn’t get the pedals working with Euro Truck Simulator 2 on the Mac, but the wheel worked fine. On investigation on forums there isn’t a single issue on PC so it’s probably a Mac driver issue. PC users, you are good to go.

It is strange though that the most problem I had with the use of the wheel was mostly dictated by the games themselves. For example, whilst there’s several adjustments you can make on Project Cars for the wheel’s force feedback, steering resistance, etc, which you’d probably expect given the dual development. DriveClub by comparison has nothing and the old PC player in me would have loved some remapping options or clearer indications on what button does what (damn this no game manual age).

The thing is once you have a good wheel (which this is) it can highlight the fault in some games. You can’t get a feel for the car in some games like GRID 2 and DriveClub because the controls are so arcade like and slidey or there just simply isn’t enough to the car to warrant the precision the wheel brings, or the wrist ache from all the fighting you’re having to do with the car channelling the uneven ground and torque to the steering.

This is why I’m looking forward to F1 2015 even more now, as this is a wheel that rewards racing. Precision, practice, lap times and feedback from the track, the dirt, and the edge of a kerb you can hang on to until the last millimetre. Project Cars is definitely best for this on console at the moment and the wheel. The different between these games (and they’re all enjoyable on a wheel for the realism) is that you are constantly fighting an unsettled car and wrestling compared to understanding the car and knowing how and why it becomes unsettled.

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For GRID 2, there were moments that the game was kicking the car out all over the place in a straight like which the feedback and precision of the wheel could only translate violently. Which shows the power of the wheel if nothing else. If you are getting rougher with the wheel, the pedals and steering feels like it can handle it. On my forum search I found a lot more serious gaming racers than I who were worried that there would be too much plastic on the pedals especially, but everyone seems to be rather happy. So don’t feel like you can’t give it some.

There are a list of supported games on the website with many more to come on PS4. The easy switch between the PS3 and PS4 is great for those gamers who still love a bit of the older games and PC enthusiasts can use it to for all the serious simulation games and the more mercurial Euro Truck series. In a way it’s quite a nice price point too at £299 to know that you’re getting quality but not paying ridiculous sums of money for a pro set-up you’ll only use for one game. If you’ve got the PS4 and a decent PC then this is pretty good multipurpose purchase. The things you need though is somewhere sensible to set it up, something to set it up on and a spare mains plug for it.

In summary, the wheel is a fantastic bit of kit. The T300 RS is a well built and enjoyable way to experience simulation racing, and if you get it set up right in the game, it can be good for the more arcade drifting based games as well. But this is best when you’ve got the time and inclination to spend a few hours tinkering your cars downforce and feeling why the car is wrong. It’s perfectly set up and designed for this and at times can be a bit too good for games that aren’t designed as simulations.

The build quality of the wheel is great and it isn’t going to kick you all over the place. The T3PA pedal add on is great although the clutch is pretty redundant unless you get the gear shift stick peripheral as well. If I had one bit of advice, it is to remember why in real life racing drivers take their hands off the wheel when in a spin or an accident… No sprains here please.

 

Driveclub – Review

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Driveclub poses a question that is probably quite a pertinent one for this new generation of console gaming. It doesn’t mean to pose it, not in the slightest. And it possibly deserves a little more credit than what the question suggests but the question is there.

Is it enough for a game, especially in the racing genre, to be graphically excellent and for that to be its most redeeming quality?

I put this review off for over a month now for the obvious reason of the games technical issues, missing modes and multiplayer problems, and that ample time could be given for them to be fixed. Ample time has been given and… They haven’t been fixed. Believe me this review is neither bashing the efforts of Sony and Evolution Studios, nor is it not giving the benefit of the doubt that these were avoidable issues. The truth is that I have been unable to play any multiplayer content at all. Every time I try to join a lobby I get an error message, the challenges option is still unavailable and it took me two weeks to even start a club. It’s been an incredibly poor show from all concerned given the PS4’s lack of racing game content right now. The spinning wheel of loading in the games menu screens has been the majority of my multiplayer and social experience with Driveclub.

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But let us talk about the game itself for a moment. As a single player experience it is an arcade racing game with real world inspired environments based around the globe for you to race in. It goes in a complete 180 degree spin from the current crop of open world (and has to be said, excellent) options but also isn’t entirely in the vein of the track based options like Forza 5/Gran Tourismo. Instead of money, you earn experience both for you and your club (if you’re part of one) over a single player tour campaign, which consists of a mix of lap races and hill climb-like distance races, each with occasional modifiers of car, environment and challenges for you to succeed in. Your difficulty increases as you go up the rank levels and unlock the more powerful cars for you to race in ever more restricted and competitive spaces. As like most racers, a plethora of licensed supercars and sporty street hatchbacks are available for you to toy with which just unlock, so no need to mull over what to buy.

With this comes the inevitable customisation options although this being an arcade racer loses all of the simulation and performance upgrade aspects and instead focuses on the paint and decal jobs. You can design different colour schemes and a badge for your club, which you can apply to all your cars, and the different designs get unlocked with the experience you gain. You’ll also earn accolade badges, which you can adorn your car with to show your expertise off to the world… Ah, yeah the slight multiplayer problem there.

Actually there are a few issues generally I have with the game in this regard. The cars you are racing against are entirely frustrating. They have a tendency to be violent which can entirely ruin your championship if you’re half way through one. Their desire to trade paint with you at nearly 150MPH in a field of almost priceless super cars beggars belief at times. The game is based on a points=XP system which tasks you to race and drift in cars that are designed to stick to the road and navigate a tight course, avoiding clanging off of visible and invisible barriers after missing braking points. Which means if you do end up getting a little bit too much on to the dirt or end smashing up the back the incredibly lethargic AI car in front of you, you will be punished, even with them hitting you in the back or the side and you getting a points-based penalty because of it. In fact it’s quite reminiscent of the overly harsh punishments that the early Codemasters F1 games had. The problem is that it takes you out of the fun experience of racing that the game needs to keep it interesting and not frustrating.

There’s a nice mix of completely Eurocentric racing cars but ultimately it’s totally dependant on your racing style as to what you’ll enjoy. I found myself using the Bentley Continental GT Speed and the overpowered BMW M5 2011 almost exclusively as they were the most balanced cars and I’m not a huge fan of drifting in games with other cars on the track. The tracks environments are nice, challenging and the atmosphere and views around them look outstanding but they do suffer from being quite tight in places for a ten car grid, making a few of the point challenges like top 3 finish, lap times and top speed hard to get without repeated attempts and sometimes, a bit of luck. Normally this would be good. All racing games should benefit from you having multiple goes and enjoying the challenge of besting a situation but the game suffers from being atmospherically lacklustre.

This is where the game suffers. Whilst the environments are excellent and the cars highly detailed you never exactly feel, for most of the middle part of the game, that any car has its own identity except the incredibly slippery Ferrari California. In fact it’s this lack of driving dynamics that makes the single player element (the only one you can really play) get very dull. Nothing really feels like its own car and the driving becomes quite similar and predictable between vehicles very quickly, leading to you getting a bit bored of it. The driving element isn’t completely devoid of fun but there are some problems like the completely ineffectual drafting and the strict track limits on chicanes. The level of personalisation isn’t particularly inspiring either, feeling more like everything’s been lifted from an early 2000s copy of Max Power magazine rather than an actual racing community. It’s something that Forza has done very well with but Driveclub’s just feels a bit uninspiring in this regard. For something customisable, there’s a lack of customising actually available and the accolade badges are just plain ugly. Club badges are very customisable in looks but size, positioning and just general taste in these are completely lacking.

It doesn’t particularly play well to the pick-up-and-play aesthetic that arcade racers normally have as the tracks are so different that you’ll have to spend time on them to truly know them if they are lap-based races, especially if you need to get a hang of braking points and the like without spending a race looking at the mini-map. Although there are some nice rally-esque flags by each corner showing the severity of the turn. There are also some in race challenges that, thanks to the bugged online element, are completely impossible, an example being the opponent in an average speed challenge having achieved over 1,000MPH. Back to the earlier criticism of the online element being broken, it’s bugs like this that should have had ample time to be fixed by now and ultimately haven’t.

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One of the games biggest saving graces is its graphics. You can’t really do it so much in races with other cars, but driving with the in car view is truly beautiful with excellent detail. The vistas around the track are magnificent although given the speed of the cars you rarely pay much attention to them. It’s the lighting changes when the game is at its best. As the game reaches in to darkness and the lights of the cars come on, it is deep, dark and much like driving in the dark, excitingly terrifying. The only criticism I have of this is how difficult it makes racing against the AI. Because the tracks are in nature and completely out of a town environment, there is no street or flood lighting and in races it can make it too dark and especially hard to see other cars. But you forgive this and the aggressive racing the AI does in these close quarters because of how it looks, which is what ties us back in to the earlier question.

I interviewed a games developer for a racing sim who said that the capacity was there so that most games could quite easily be photo realistic in cars and tracks now, and that car manufacturers pretty much have to sign off on the cars looking their best. So in this regard, can we expect and should we expect the level of graphical detail and excellence that Driveclub provides? I think the answer is yes now, especially given the how good Forza Horizon 2 is (although if you look closely, you’ll see the shortcuts). Although a special mention has to be given to its lighting effects. But if we expect this then surely the other parts of the game have to come under greater scrutiny and if the game bases its main points under a social playing system then that system must be up to scrutiny. Whilst the single player game play is alright, which isn’t a very descriptive word I know but is the one that characterizes it most effectively, its multiplayer and online element is bugged, inconsistent and in some places non-existent. Given the benefit of the doubt of time, and the positives, this game has come up to be a shambles and even if it is updated and its problems solved in a few months time, the damage has already been done.

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Driveclub is a game based for a stage that it has failed to provide. At its core it’s a middling arcade racer with very little to offer but with graphical excellence to keep you on its road to see how its multiplayer social element comes up. Unfortunately it’s that element that is not only missing but is still causing bugs and issues in the game over a month after release, without nothing being said for the PS Plus version still unreleased. A nice car line up, excellent detail and a fantastic bit of lighting are the only positives in what has been a shambolic episode from Sony and Evolution Studios.

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– Great car list with excellent in car views.

– Tracks provide excellent and varied racing and vistas.

– Lighting is wonderful, especially in the dark.

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– Online social and multiplayer still incredibly broken, giving bugs in main game.

– Customisation options are poor and not very customisable.

– Cars never feel unique and gets dull quick in single player.

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The graphics and lighting in this game are excellent but ultimately we should expect that now as a standard for licensed vehicles in racing games. The online fiasco, the bugs from it and the fact that the cars never really feel to have their own identity makes everything feel very similar and never too captivating, earn this game a 5.

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