RoadCraft feels like the culmination of everything Saber Interactive learned while making its previous simulation games. Its vast variety of vehicles all feel incredibly fun to drive around, and rebuilding a place that got wrecked by natural disasters can be incredibly rewarding.
Roadcraft is a huge surprise—maybe the best “work sim” game out there. Its maps are giant sandboxes you can mess around in solo or with up to three friends, and its vehicles are super realistic toy-like machines you can drive from the outside, the inside, and across all kinds of terrain.
A fantastic evolution of the series. Exceptional, with a few flaws. The Good:
* I didn't think I'd like the dispatch character, but she's really grown on me. Coming from SnowRunner where the world is quiet and meditative, having someone squawk to me on a radio was a bit jarring. As time went on, I grew to appreciate her Portal1/Borderlands2 energy and just the feeling that you're not all alone in the world.
* The maps are just fantastic.
* Being able to terraform the terrain by digging or dumping sand is awesome.
* The variety of things to do. I have a sand truck, a tree harvester, a log crane truck, an electrical line laying machine, an asphalt laying machine, a steam roller, a bulldozer, and much more - it's crazy.
* I love how the missions really build on each other. The quest tree (dependencies, optionals, )...it's like a World of Warcraft level of execution here. The Neutral:
* Takes a few maps before the game really hits its stride.
* The AI routes got on my nerves at first. I've learned to accept them because really what they are is a way to grade how well you've built roads. Don't love them, but I understand why they're in the game. But by golly, you better not be in one's way or they'll crash into you and dump all your materials. Jerks. Notable Complaints:
* The mechanics of dumping sand, and just the amount of trips for sand loads. They really should have added some sort of 'tip the truck by X degrees over Y distance' option, because trying to steer a truck around a bend while maintaining a smooth dump speed on the opposite stick is murder.
* Transmissions absent from trucks. I really enjoyed having that level of control in SnowRunner, with high and low gears. I can understand with the removal of vehicle damage there was no penalty for incorrect usage (say diff lock on hard surfaces), so perhaps less opportunity to tie it to other gameplay systems.
* Steering of the 'bendy' vehicles, e.g. Dozer, Log truck.
* Minimization of the winch. In particular it's really annoying that the crane trucks don't have a way to right themselves, given how prone they are to tipping. In general, the scout also has far less object types it can grapple to.
* The button interface can be unintuitive. For example, the crane being on two separate tabs, not being able to shift out of Low Gear because you're near a garage or resource storage, finger twister scenarios like retracting a winch while reversing a truck.
Roadcraft is not a game for everyone, and it’s not even for every Snowrunner fan — but that’s what makes it brilliant for those willing to tune in, and the number of potential fans is probably larger than one might guess. So, despite how eager I am for the return of the Chosen One in Snowrunner 2, I also will be keenly watching where Roadcraft goes. I can’t think of anything in the double-A space that’s more interesting, or has more potential, than this game.
Its unique idea is a logical extension of Saber's previous productions, and serves as an excellent motivation for building roads and repairing infrastructure. Games tend to encourage unmitigated destruction, so repairing that destruction is a refreshing change of pace.
RoadCraft, despite a few controversial changes and shortcomings, strikes me as a way more engaging title than SnowRunner. This is a very welcoming game for beginners, and one that gives much more satisfaction upon completing tasks. And it is also a brand new, very potent basis to expand the franchise.
RoadCraft is an interesting simulation compromise, which combines great attention to detail in models, times and settings, with the attempt to maximize the importance of the “task - completion - reward” mechanism. There is no need to refuel the vehicles, nor to worry about them breaking. It is almost more of a “simulation of a child builder’s imagination”, where everything is allowed and experimentation is a must. By involving other players online, distributing tasks and playing “role-playing”, the title’s playful peak is reached. However, those who experience RoadCraft alone will notice the hybrid nature which is not entirely realistic, nor “facilitated” enough. Saber’s title has nevertheless proven to be a rather efficient machine.
In theory, RoadCraft holds a lot of cards to become a brilliant road working sim, but ultimately suffers from Saber's inability to pick a lane and stay on it. Convoluted controls make it a daunting chore for the casual gamer, while the simplified execution of some construction tasks deem RoadCraft unfit to be a true sim. Combine this with some questionable physicsand frustrating vehicle characteristics, and one can only conclude that there's quite some roadwork to be done to make RoadCraft the game it ultimately deserves to be.
This game is amazing, varied vehicles, realistic physics, it's no longer a simulator like SNOWRUNNER which looks like a truck dark souls. This roadcraft reminds me of my childhood.
It's good, the new road building mechanics and all the crane tools etc are cool at first and the offroading is nice.
Although it becomes quite repetitive later and the road building for the missions is not that flexible. also it lacks a bit of depth in regards to vehicle damage (there is none)
The game is well made, although not very optimized. Overall, it's a solid title if you enjoy off-road and building simulators. Some things still need fixing — the crane controls are terrible, as is the camera when using the crane. Picking up logs is even worse, a frustrating experience. All the vehicles are way too slow; you basically move at a walking pace, and I’d be faster running from one place to another.
Nice performance lol. Even on medium texture quality they look extremely blurry, heck even on low they shouldnt look like this. Performance may drop to perma slideshow by you changing one small setting like dlss sharpness. Unplayable for me unfortunately. I really wanted to try this game.
There is no fuel or damage simulation. Vehicles are not configurable. Dragging objects behind you is classed as 'transportation'. There is no real weight simulation. Crane control has deteriorated. There is no driver animation. Lights and the engine can no longer be switched off manually. There is no day/night cycle and weather effects on the car are virtually non-existent. There are no significant differences between the various terrains. Everything feels the same because the cars can no longer be configured anyway.
SummaryYou run a disaster recovery company, specialized in restoring sites devastated by natural disasters. Numerous tasks await you and your heavy machinery as you work to restart the local industry: clearing debris, replacing faulty equipment, rebuilding roads and bridges damaged by bad weather, deploying resource convoys to produce new recon...