The Crew

The Crew News for Xbox One

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The Crew's permanent internet connection requirements mean that players will be returned to the title screen whenever they lose their connection – even while playing solo, creative director Julian Gerighty has told VideoGamer.com.

"I think it's going to kick you out of the race," Gerighty said, discussing what happens when the player's connection drops. "It's one of those things that the game needs to work with an internet connection so I think you're going to lose the race you're in."

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Asked to clarify where the player would be sent should they lose their connection, Gerighty replied: "Probably [the] title screen."

"It's not the most elegant of solutions," he continued. "It's not good news, I'm afraid, but it's just part and parcel of... You know, you're doing an instance on World of Warcraft, you lose your internet connection and that's it.

"I've got to admit though that I think our connection is a little bit more elegant than the Origin/EA server thing," he added, "but I'd have to get more details to give you a complete rundown. That said, it's safe to say that if you're doing a mission, you lose your internet connection, you're kicked back to the boot screen."

The game will rely on peer-to-peer connections, too, Gerighty says, leading to host migration whenever the host leaves.

"Yes, there's host migration," he added. "We have servers that handle most of the connections, but it's peer-to-peer also. So if you lose a connection, then the host will migrate to somebody else. That’s something that is very efficient today."

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Again, though, Gerighty admits that host migration "won't be a great experience" for the player.

"It's something definitely that we've made huge progress with," he continued. "I mean, this was the team that did Test Drive Unlimited, so it's definitely improved from that and that was already ahead of it's time. It's something that we're still doing tests on. I'm sure it won't be a great experience, but it will be as little impacting as possible on the race."

As for why The Crew requires a permanent internet connection in the first place, though – especially when it doesn't take advantage of cloud processing - Gerighty says that "it's something that is completely natural for this game".

"It's a little bit like, if you think of World of Warcraft, nobody would ever complain about the fact that you need an internet connection to play," he says. "Just like that The Crew [requires] an internet connection to play. It doesn't stop you from playing solo. In fact, I'm more of a solo player. But you're playing in a world that's alive, that has anecdotes that emerge out of somebody who does a jump over you and that you try and catch him and you create a crew and you go on missions together. But you do need that internet connection for the game."

A permanent internet connection may not be the only thing that could rile players either – the game's adoption of microtransactions may disappoint some players, too...

To find out what Brett thought of the whole thing when he went hands-on with The Crew late last month, head through here.

The Crew launches later this year on Xbox One, PlayStation 4 and PC.

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Xandreuk's Avatar

Xandreuk

Always-on is an issue for those who have less reliable, or indeed capped connections. Furthermore, host migration is not a pleasant experience, and my past experience with Ubi's always-on DRM systems is a simple matter of only those who bought legitimately will be affected. There are missions in HAWX 2 I have to repeatedly do because of their always-on system. If they're forcing that down our throats, then we shouldn't have to deal with a peer to peer system, period.

As for the microtransactions, well a lot of modern games offer "shortcut kits" - think BF3's instant unlocks or Saint Row 3's have it all DLC. There are a few systems that could be used, but so long as I can buy everything, and I mean EVERYTHING with in-game credits then I couldn't give a hoot - generally speaking I find that folk who take the longer, slower path to victory tend to be a bigger threat than the kid who burned Daddy's wallet getting all the shiny things. It shouldn't really be a problem if there's some kind of performance index that keeps the cars at least somewhat reigned in - a souped up Lambo isn't really useful when you're looking to enter a low-performance race.
Posted 18:32 on 25 April 2014
Lalaland's Avatar

Lalaland

Cheers for that, hmmm might pick this up now
Posted 14:24 on 09 April 2014
dav2612's Avatar

dav2612@ Lalaland

You can set NFS Rivals to offline single player.
Posted 14:04 on 09 April 2014
Endless's Avatar

Endless

Wah wah, my console is turning in to a PC and forcing me to accept that technology and ideals moves on faster than my own comprehension of how a modern world works.

Is what I want to say to all the instant-dismiss cry-babies.

However.

Peer to peer in online-only games is bull*****. As is a micro-transaction system designed to promote a pay to win scenario. But if this is as MMO-like as they say, an always online connection is par for the course. Nobody is complaining that the recently released ESO requires an online connection. Know why? Because no-one in the media has mentioned it. It's an online MMO, required internet is NOT a new concept.

I think it's an interesting idea, but it's a totally new kinda of approach and it being very similar in mechanics to existing offline games Is clearly confusing people. It needs to have a clearly defined focus, because at the moment it's just 8 players in an open-world map messing around doing challenges. Thats what i've got from it so far.

I remember there being talk of 'crews' that would challenge each other in online matches. What happened to that? Rivalries? Not a word. Perhaps because if it were competitive in that way, micro transactions for performance would be even MORE unacceptable.

They've got a great idea and they're ruining it.
Posted 13:51 on 09 April 2014
Craigieboy's Avatar

Craigieboy

The more I hear, the less I want to play this game.
Posted 21:17 on 08 April 2014
Lalaland's Avatar

Lalaland

Yuck, who the hell wants an always online racer? EAs most recent NfS went from Day 1 purchase to never the moment I learnt there was no offline play (and yanking the ethernet cable out does not count)
Posted 20:31 on 08 April 2014
infinite's Avatar

infinite

always on connection… look like they can keep it... even more so than it having the Microtransactions, which would have been bad enough...
Posted 20:18 on 08 April 2014
Neon-Soldier32's Avatar

Neon-Soldier32

I really do like this guys honesty, it's surprisingly refreshing. However, from reading this story the reason for an always on connection is just so that you can have micro transactions pushed in your face.

That said this news story I'd the first that I've heard on The Crew. I mean I don't even know what it is, apart from an mmo... Thing.

It sounds like a missable game and whilst I would halva ways skipped this game I'd like to hear of some of the positive about the game or at least what makes it different to other games.
Posted 18:33 on 08 April 2014
Bloodstorm's Avatar

Bloodstorm

Confirmed to flop now.
Posted 17:37 on 08 April 2014

Game Stats

Release Date: 11/11/2014
Developer: Ubisoft Reflections
Publisher: Ubisoft
Genre: Racing
Rating: PEGI 12+
Site Rank: 490 59
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