MrD wrote:
Quote:
# Innovative gameplay mechanism (the ability to rewind the last few seconds and un-make mistakes)
As seen in Full Auto™.
Oh, really? Hah, fair enough then.
DBSnappa wrote:
It does take a while to find the settings that work for you, particularly with all the adjustments that you can do to the way the car handles and the way the wheel controls it, but once you do, I found it a very satisfying racer.
I've never seen such a profusion of options for the wheel control. Deadzone and sensitivity adjustment for all three axes, plus three motor control sliders for force feedback effect strength, wheel weight, and something else I forget. Pretty impressive, except that it's so comprehensive I just ignored it
Quote:
For the record I found/find the rewind function to be "not very good" unless you're on the last lap as unless you rewind before the accident happens it rarely winds back far enough to be of much use.
I remember you saying this to me. So far, I've not found this, but I've been careful to promptly hammer back when shit goes wrong.
myp wrote:
If I want to play arcade racers, I'll play Burnout or Midnight Club. If I want a sim, I'll play Forza or Race Pro (soon, markg, soon!). The halfway houses that Codemasters put out these days just don't seem to be one or the other, and suffer because of it.
Where does PGR fit for you? I'd say Grid and PGR are pretty close in terms of sim/arcade balance.
myp wrote:
I believe if you play it on the hardest difficulty setting it doesn't give you the time rewind option.
As you move up through the difficulty levels, you drop from 5 to 1 use per race. Turn on "pro" mode, seperate to the difficulty setting, and the rewind thing is disabled altogether. You earn more reputation points if you do that. You also earn more rep points for locking the view to the "internal" setting, which I think is quite neat, particuarly as the dashes are lovingly rendered.
Personally, I like the time rewind. In an arcadish racer where I'm wheel-to-wheel a lot of the time, and hopping in and out of wildly different cars with very different characteristics, I don't have the patience to memorise brake points and such that are going to radically change from one minute to the next. The time rewind thing gives me the confidence to throw the car in a bit more aggressively on my first lap than I normally could, knowing I can back out of any errors.
I quite like the handling model. I went from drift-racing a Silvia, to track racing a Formula 3, to a time trial in a BMW 320, to another track race in a race-prepped Dodge Viper. The Silvia was tail happy, the BMW quite sedate, and the Viper overpowered, all as you would expect. And the brakes on the Formula 3 were breathtakingly effective. Sure, it's miles away from the work in the physics engine in Forza or Race Pro, but so far I'm having a lot of fun. Can't really ask for any more than that in my book.