Need for Speed: SHIFT Review
Short shift.
Version tested: Xbox 360
Need for Speed has been having an identity crisis. EA's premier racing series - a guaranteed Christmas number one not so long ago - ought to be successful enough to feel confident in itself. It had the girls, it had the cred in a crude, streetwise way, it had the sales. But it wanted more. Like a Hollywood pretty-boy going paranoid, exhausted by a punishing schedule and a ruthlessly commercial agenda, Need For Speed craved respect.
After a wobbly couple of years in which open-world racing and police chases were thrown away and then hastily reinstated in ProStreet and Undercover (improving matters neither time), uncertainty has tipped over into full-blown schizophrenia. This year, Need for Speed is heading in three different directions at once: a free-to-play PC game for the Asian bubble-tea crowd (World Online), the old-school arcade thrills of Nitro on Nintendo, and SHIFT, a po-faced tilt at the gritty world of simulation motor racing. In other words, the burnt-out matinee idol is taking some time to tour the world, write a children's book and do some off-broadway theatre.
SHIFT is analogous to the latter: a worthy, well-intentioned stab at garnering some critical respect. EA's persistent charm offensive with reviewers has in this instance extended to making a list of car games we like (Project Gotham, Forza, Gran Turismo and Race Driver), hiring some talented British coders to copy them (Slighly Mad Studios, who worked with Scandinavian simulation heroes SimBin on GTR2 and GT Legends), and applying a thick patina of focus-tested EA gloss and gimmickry to reassure the man in the street.

The now-compulsory racing line indicator isn't as well-judged or responsive as Forza or RACE Pro's, encouraging early braking and a less than smooth style.
The result is certainly the highest-quality game to bear the Need for Speed name since 2005's brazen Most Wanted. But it's left caught between two stools. It's no longer a Need for Speed game in any recognisable sense, yet it doesn't quite have the sophistication or the grace to hold its own in the rarefied company it's now keeping. The poor little rich boy is out of his depth.
Of its illustrious new competitors, SHIFT is closest in style to last year's terrific Race Driver: GRID. That's to say, it's a game which wears the mantle of the simulation racer loudly but lightly, borrowing all the petrol-head pull of carbon-fibre body-kits, damage modelling and real-world race tracks, but aiming to improve accessibility and amp up the excitement by giving the handling a crisp, arcadey inflection. This is a delicate balancing act, and one that's always going to upset a few people. But the truth is that Slightly Mad doesn't manage it with anything like the same finesse as Codemasters Racing Studio.
Where GRID offered light but precise and predictable handling with a satisfying, grippy bite to it, SHIFT is a wild, tempestuous beast, prone to nervous oversteer (and not just in rear-wheel-drive cars). Steering is twitchy, and even with traction and stability controls switched on, your car maintains a tenuous relationship with the road at best. This isn't the elegant, tactile and progressive sliding of a PGR, either: it's sudden, and quite scary.
You can argue that driving racing cars should be scary, and there's something to that. Slightly Mad certainly seems to think so, underlining the point with ferocious camera-shake and extreme blurring and depth-of-field effects, making impacts jarring and high speeds nerve-wracking. With judicious tweaking of the control sensitivity, AI difficulty and driving aids to suit your skill level and style (none of which penalises rewards in any way), SHIFT's handling can be mastered. But you'll do so with grim satisfaction rather than pleasure. It's telling that even the normal setting for handling difficulty feels the need to offer heavy-handed assistance with braking and steering.
It just doesn't have the accessibility of GRID, the panache of PGR, or the heft and cast-iron credibility of true simulators like Forza, GT or SimBin's games. Wherever on the arcade/simulator spectrum it finds itself, a motor racing game should be about a love affair between tyre and tarmac, be it a quick fling or a deep commitment. SHIFT's version of the relationship is raw and passionate alright, but at times it verges on domestic abuse.
That's in stark contrast to the game away from the track, which is falling over itself to offer positive reinforcement. Few racing games have ever exhibited such a mania for showering the player in points, levels, trinkets, achievements and box-ticking unlockables.
Racing earns you money to buy and upgrade cars with (the Xbox 360 version tested also allows you to buy cars with Microsoft Points). You get profile points for certain on-track moves, which level you up. Driving levels reward you with cosmetic unlocks, special events and more money. Stars - earned for podium places, hitting profile point thresholds, and completing bonus objectives - unlock the content, which is split into four tiers of events plus the climactic Need for Speed World Tour. And then there are minor and master badges, a rather anal and pointless achievement system within an achievement system, which mostly seem to be doled out for pure grind: trade paint with X number of opponents, drive Y miles in a European car. The Achievements themselves are equally uninspired.

Damage modelling is either cosmetic or "full", the latter meaning "headlong crash makes you list to the left a bit".
The incessant fanfare of congratulation and swelling progress bars after every race is all very friendly, and obsessive completists will lose their marbles over it, but it's a bit overweening. You wonder if this tangled set of interdependent advancement systems couldn't have been streamlined a bit.
Profile points are the most unusual, and the headline gimmick for Need for Speed: SHIFT. They're earned for either aggression (drafting, sliding, contact with opponents) or precision (following the racing line, "mastering" corners, clean overtaking moves). These will then characterise you as either aggressive or precise for the rest of the world to see in your increasingly elaborate level logo. Aggressive ratings are initially hard to avoid, but as the game comes to you, you will find your style naturally reflected in your rating. But since you'll pick up points in both all the time, and both contribute to your overall level, it doesn't feel like a choice, and has little direction or purpose.

The in-car view is superb, but the "concentration" effect that blurs out the dash and mirror at high speeds is just impractical.
It's certainly not as successful in lending a sense of personal investment to the track action as GRID's team system, or its finely-crafted story arc of the road to racing greatness. One positive SHIFT does share with its inspiration, though, is lively, characterful and unpredictable opponents to race against. A far cry from Gran Turismo's processional obstacles, these drivers make mistakes, get in scrapes, hustle each other and even have identifiable styles. This seriously increases the entertainment value of the racing, and makes up for the number of times you'll have to restart after a first-corner pile-up.
It also helps that SHIFT is quite a spectacle. In a genre hardly shy of technical belles, SHIFT is never less than totally convincing, with superb, crisply-lit car models, subtle effects and solid recreations of a good variety of testing, technically interesting tracks (some fictional and some, like the ubiquitous Nordschleife Nurburgring, going under licence-dodging pseudonyms). It can't match Forza or GT's 60 frames a second, though. Audio is less distinguished, turning all the sound effects up to a brutal 11 and smothering menus in the whooshes and metallic crashes that we should have laid to rest with our copies of Tekken 3.
SHIFT's car catalogue is far from the biggest or the most diverse, sticking mostly to contemporary road cars, but Ferrari excepted, it has all the important, current high-end hardware. All of it can be upgraded in a fairly self-explanatory and linear fashion; some can be modified into works racing or drift models. The rating system for your car's power often seems out of whack, however, and as ever in games of this sort, the difficulty curve can be something of a lottery. Slightly Mad has tried to mitigate this by having opponents scale to your current car to some extent, but that just devalues the upgrades - and it doesn't stop some cars, Tier 3's Nissan GT-R SpecV for example, from destroying all comers.
For all its variable difficulty and tricky handling, SHIFT is not a punishing game to make your way through. The star system's varied goals mean you will still make progress on a bad day, and it's geared so that you only need to complete a third to a half of the events in any given tier, and low-tier events can be used to unlock high-tier ones. It's not an engrossing structure in itself, but it's pleasantly free-form; you're mostly free to pick and choose your favourites from its reasonably diverse suite of event styles, the main ones being open racing, single-model races, time trials on busy tracks, really quite difficult drift competitions, and duels.

London looks right but lacks atmosphere somehow. Maybe it's the sun. The fictional desert locations are much better.
These one-on-ones in set pairings of cars are best-of-three point-to-points, with one car leading, one car chasing - and, if it comes to it, a side-by-side rolling start in the third round. Duels are novel and fun, and offer the best entertainment in multiplayer too, where they're organised into knock-out championships. Otherwise, SHIFT online offers a standard selection of basic events in ranked and unranked modes behind EA's needless secondary account system. In line with the deplorable trend for the modern racing game, there's no split-screen play.
SHIFT is a solid basis to start building a motor sport series on. It's got all the features you expect, it looks fantastic, and the track action is exciting, if fraught. If the skittish handling and overbearing, messy advancement can be reined in, Need for Speed could have a future in its newly serious and somewhat crowded surroundings. But with the infinitely more comprehensive Forza Motorsport 3 and Gran Turismo 5 looming in the very near distance, it's hard to see the point in this second-stringer this time around, for console players at least. And given Need for Speed's recent, confused history, you shouldn't count on it wearing the same face next year.
7 / 10
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Comments (131) Latest comment 2 years ago
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7/10's not bad, IGN gave it a 9/10 (or should I say 9.0 out of 10.0) - but then, they're a bunch of idiots so who cares?
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I'm still buying
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i just want a need for speed like nfs 4 : road challenge, racing trough beautifull countryside tracks
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as far as all the "website x rated it much higher" goes, all these sites will have quite some "as good as need for speed then" backlash once the big boys hit. well played EG
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If you have a PC then Forza Motorsport 3 and Gran Turismo 5 are not considerations anyway (which the reviewer at least acknowledges) and if you have a decent PC then the 30 fps comment is surely redundant? Personally I'd rather a game was reviewed for what it is and compared with what has gone before, not judged against games that aren't even out yet... and proper sims at that.
I have NFS SHIFT pre-ordered and am looking forward to it perhaps more than Forza 3 because it looks very exciting to play from the videos I've seen, more so from the dashboard view. I'm sure Forza 3 will prove to more realistic and have more longevity but that doesn't mean it'll be the more thrilling or rewarding game to play. Maybe that's the point of these games?
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Also, in a sim, there really should be a mention of how well this works with a steering wheel.
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It's just more fun to race along the Côte d'Azur than doing lap after lap in some concrete oval.
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Personally, I don't like the idea of a 'serious' Need for Speed. Where's the fun and over-the-top racing? If I want a simulation I'll play Forza or GT, and if I want fun I'll play Burnout or DiRT 2.
Need for Speed has no place in the racing market.
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I will try the demo
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Obviously putting it under the NFS monicker is going to guarantee sales but it seems to be casusing a lot of people to turn up their noses at this.
Just like DiRT should have dropped the Colin McRae prefix, this should have probably avoided the NFS branding.
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It did, outside of the UK.
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GRID's handling was woeful, if its the polar opposite to that i'll be happy.
EG always seem to let reviewers who hate the genre (or just dont get it) review the important games in that genre - what gives?
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I gave DiRT2 another spin the other day and found I actually really enjoyed it. Even considering picking it up now.
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Big old pass for me.
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"comparing it to games that it is nothing like"
Erm... it IS like GRID. That's clear enough from the trailers, let alone any demo.
"saying the handling is bad when it is not"
Their OPINION is that it is. Are you saying they aren't entitled to disagree with you? What makes you so right?
"again direct yourself to the GameTrailers review"
I'm sorry, but GT is a site that makes money by directing you to its videos. The higher the marks, the more videos get watched. I don't trust it as an editorial site. Eurogamer on that other hand is one of the best respected sites in Europe, and is independently owned, which means it's not tainted by corporate greed.
But of course you know this already, don't you.
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DiRT 2 has dropped the CM prefix outside the UK - What displeases you about that?
EDIT: Thanks for reiterating the stupidity of forum trolls by repeating the act.
EDIT 2: Thanks for countering said trolling behaviour
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And I'm sure it's already been said, but Dirt 2 was just released, and we have Forza and Gran Turismo coming shortly. So this doesn't really fit in anywhere.
Shame that just when EA seem to be clearling up their act, everyone loses interest in their games. I almost want to buy it, just so they continue with games like this, rather than going back to the days of having an Army Men game every 6 months.
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It doesn't sound bad, but it's too close to Forza 3, and I don't have time to get into more than one or two racing games per year, so even though I'm the type of gamer EA is pandering to by moving part of the NFS series in this direction, they won't be getting my money. Sorry, guys.
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I think it's a welcome direction and a much needed one too.
No more cheesy cut scenes......Five Grand!.......FIVE GRAND!
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Wear your negative marks with pride, son. They'll put hairs on your chest.
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I've got enough of those already thanks. Bloody Spanish heritage.
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I can't agree more. GRID seems very overrated to me - very nice graphics and exiting style overall... but a bit boring to play.
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Anyway this seems like a pretty nice game, although I would like to see a PS3/360 comparison, performance wise. I
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I own a ps3, and i give you -1 for being a cock
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I truly don't get why they try and change that constantly. It worked a long time ago, they got it right with Most Wanted, and don't see any reason why it wouldn't work again. That's exactly the reason why Test Drive Unlimited did quite well too, just make an NFS version of that, and i'll buy it in a sec.
Fighting against a lot more accomplished racers won't make them win the battle, even if this isn't a bad game. I'm sure the brand name is strong enough to sell well and make some money. Maybe that's all they want.
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And yes, it was very boring.
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DIRT 2's handling model is far superior by comparison, particularly with a wheel.
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Seems to me that they're afraid to go the 100% simulation route and that's why SHIFT still carries the Need for Speed brand name as people recognise it and they'll be hoping the last two woeful NFS games have not damaged the series' reputation too much. Ideally though SHIFT should not have used the Need for Speed name as I'm sure there will be some people who'll buy it expecting it be one thing (open world with police chases) when it's something else entirely now. I only hope that EA make it clear what kind of game it is in the adverts.
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If they want to make a sim game, half-arsed measures aren't going to cut it, the sim crowd want a proper sim and the arcade crowd want a proper crowd pleasing arcade game. What are we left with...something that sits inbetween.
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I think it's all down to what you feell comfortable with personally. Grid when released was like a breath of fresh air to me. Even when I crashed it was quite satisfying as I loved rewinding the crash and watching it multiple times in slo mo.
As they say, each to there own though
Oddily I found the handling in DIRT 1 to be absolutely fine.
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I love racing games and especially sims, and while Forza was good and I did play a lot I get so bored of Gran Turismo (played 3, 4 and 5
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I agree, I thought the handling in Grid was fantastic. As such, the handling comment in the review has me a bit worried. I'm a PC gamer so my choices are: this or sticking with Grid (at least I get v-sync'd 60 fps).
Even though I rarely disagree with GT's reviews (I know, I know, they're corporate so logic dictates they 'shouldn't be trusted'). I think I'll wait for a demo.
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"...and cast-iron evilness of true villains like Lisa Simpson, Mother Therese or Hitler"
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And the reviewers comment ' It can't match Forza or GT's 60 frames a second, though.' has no meaning at all . why not tell us if the game drops to 3 FPS every time you turn 90 degree's left or right like all the last NFS games have done since ' Carbon '.
The review was RUBBISH . Just tell us the graphix work or dont work .
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From this thread alone, you can tell there are wide variance of Opinion on how racing games handle. Some people believe the game Grid handles great while others think its crap. The same goes for Dirt 2 and most other racers as well.
What I am wondering is do most of you just blindly follow one opinion no matter if its good or not. I know from experience that just trusting one person opinion, would mean I would miss out on a lot of games I totally enjoyed only because some reviewer didn't like a game from the start. Already had their mind up that the game would not be as good as the competition or just had apathy for what they were playing.
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Porsche Unleashed was a fun game and I always hoped for another car branded NFS game.
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As for DiRT 2, you're racing on dirt and mud much of the time so the handling is going to feel very different to a racer that has mostly tarmac tracks; much looser and unweildly. When you go onto the odd bit of tarmac in DiRT 2 the cars handle very much like GRID IMO. I love DiRT 2, sliding around a long corner at 150 mph is just so much fun when you get it right as is racing along at that speed knowing that you could be a split second away from absolute disaster (well until you use the Flashback feature anyway!).
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Why even review such a game if it's going to be wasted on a reviewer who's knowledge of the genre extends little beyond arcade trash?
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I don't believe a racing game has to be one extreme or the other, I think there's a place for half-way racers like PGR 4, GRID and SHIFT as they strike a nice balance between what's realistic and what's enjoyable. In my opinion obviously. Simulations by their nature can be extremely demanding and serious/dry and arcade games can lack substance and depth so where's the harm in blending the best elements of the two? It's not like most people will ever get to experience racing a car at 200 mph or have the skill necessary to do so but so long as the video game gives them a reasonable sense of that experience and excitement then isn't that good? Isn't that what video games are for?
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Its displeasing because its WRONG! Dirt 2 has dropped the CM prefix outside of Europe is correct. Talking about smacktards eh.
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IGN critizised pretty much the same things (especially the convoluted point system and that the game can't quite decide on its identity), but they focussed more on the good parts (the driving and immersion), which they really liked. Hardly makes them a bunch of idiots.
I also have the feeling that the comparably low score was given here in order to make for some leeway for the reviews of Forza 3 and GT5 respectively, and because NFS has, as a rather mainstream/arcade franchise, not the 'cool' of the other two. And yes, Oli Welsh often leaves me with the feeling that he geniunely hates the games he is given to review.
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I have a feeling this review is pretty accurate and that it's not going to stand up to Forza or GT5 on anything other than graphical polish. Which is great for a lot of people, but doesn't deserve much more than it got IMO.
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Anyways I am amazed that there seem to be so many people who think that Forza or GT are closer to reality than to Outrun.
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Rubbish. Yes, the aren't 'full' sims such as GTR, Rfactor, LFS etc. But they are much closer to these sims than they are any arcade racer such as Outrun.
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Well I dont agree. GT and Forza are trying to be fun and making you feel like a race driver. Nobody would play it if it were realistic cause almost everybody would spin out every second curve trying to control a 500hp monster with fiddly thumbsticks.
http://www .youtube.com/watch?v=yyVHj3sHVHQ
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http://www .youtube.com/watch?v=yyVHj3sHVHQ
Awesome video that, here is another version of it
Group B Audi Quattro. The cars of the Group B were absolute monsters.
In the 1986 season Henri Toivonen made two laps around the Estoril circuit in a Group B Lancia Delta S4, during a stage of the Portuguese rally, the fastest of which, in 1 minute and 18,1 seconds, would have qualified him in the sixth position of the F1 Grand Prix that same season. He reckoned he would be faster than an F1 car in the wet.
Thats when rallying really was rallying, look at the size of the crowds. Perhaps should have been a bit of crowed control but the sport was so spectacular then that the number of spectators were huge. Hard to control I'd guess. Real drivers in real cars.
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Having played Shift I can tell you it drives like GTL with a more sophisticated tyre model.
Pretty sure those were the exact comments in a Swedish Shift review. Haven't played it all have you?
EDIT
Review translated to English
And the particular part of the review that compares to GTL tires;
I would thus be lying if I said that körkänslan in Shift recalls in particular the GT Legends. For the do it, but a few important differences. The cars are slightly heavier, tires physics have improved and changed to simulate more momentum and the system of friction are bulls, more sensitive
To much of a coincidence that you said the exact same thing and the game isn't even out yet (although may already be available from questionable sources)
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Grid is a great game but its an arcade racer. You should review a game also compared to what is currently out not marking it down because you think GT5 and Forza 3 might be better. I also fail to understand why you didnt do more than a couple of sentances on online when thats what is the bread and butter of racing games. Grid kept me going on TT for months but where blind to know what this has.
It shouldnt matter what a racer is in anyway whether its full on sim which we still have yet to find on a console, arcade sim or arcade if its good but its pointless comparing a total different way a car handles by its physics engine when it leans arcade with Grid to compare that then to a arcade sim of Shift as even the grip physics on Grid you dont even have to brake on most corners just lift the throttle.
Pretty scarey that you gave this a 7 compared to Race pro that was very broken out of the box
EA would have been better off dropping NFS though as a name attachment gives across wrong ideas to people reviewing it that dont know any better.
Gametrailers has a better take on it
http://ww w.gametrailers.com/video/review...
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Anyone who's played GTL or GTR2 knows what to expect, I doubt the reviewer has even tried Pro mode with a wheel, while the comparison with, and stranger still, praise of the horrendous Grid should tell you this is a genuine driving simulation.
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I enjoyed PGR4 a lot, I found it brilliant, jet never completed it. I did get a good bunch of achievements, unlocked most cars and played through 2 o maybe 3 full seasons of the game... but after maybe two months of casual playing I just stopped and went on to a new game. Not because PGR4 wasn't interesting anymore, not because I didn't like to finish it... And did I mention that I never used bikes unless forced? Most the cars in my garage where utterly underused also, I had a selection of 10 or so favorites...
I would love to buy Forza 3, get a wheel and play for 200 hours, get all cars, beat most tracks, online play all night and have my own paintworks done... but doing so would kill my time-budget for gaming for the next two years at least and I just can't allow that to happen. I am more than happy if a game gives me 20-30 hours of good gaming (unless it's Mass Effect, which has double slot allowance!).
So when the time is up for a new driving game, Shift looks like the better candidate. And by the way, I enjoyed hugely IGN's review, the guy loved the cockpit view as much as his girlfriend... and from the videos I've seen I could also love that feeling of looseness at 200mph and that sound behind my ears.
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Taking a pop at a game saying its too arcadey when you can switch the options off to stop this is abit daft but alot of reiviewers did the same for Grid and have also done same recently for Dirt2. You can always tell a proper sim over a arcade one by how you have to brake first then start to turn.
Some of the glaring things missed are you get penalised for cutting online and have a speed limit for a few seconds, you can play with 8 or do 1v1 races up and down tiers and you can contiune and get your badges for online. Also has tweaking abilitys with gear ratios etc.. basic stuff that should have been added in the review. What did Grid have online erm not alot apart from a lobby that couldnt even keep tracks of points and whoever pressed the button first was in pole on the grid lol
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That's hardly the definition of a sim...
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Proper pivoting and tyre physics will make a car spin at speed if you try it when turning in. If you want a proper sim you have to start adding stuff like engine braking (shifting down gears) and power off then power on on counter steer to get into and out of a corner or you will understeer coming out. THen add torque and what car type it is (rear engine, mid or front).
Proper sims you just cant go into a corner and turn and brake 100% without locking up then just slam full throttle on again without oversteer and spinning out. You should be constantly adjusting and counter steering and applying throttle to help you oversteer to get out of that corner. Brake fiirst turn in slow = faster out of corner.
Stuff like GP legends and GTR series show this. Grid definetly does not as it cuts a heavty amount of speed just by blipping the throttle. Ive had a few WR on Grid on PS3 on TT what I didnt have to do anything other than blip the accel at worst.
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I'm also with all those who found the car handling model in GRID absolutely dreadful (though the often very exciting races kept me playing for a fair while anyway) with its complete lack of weight and pivot point turning.
Fortunately Codemasters did a much better job with DiRT 2, which I'm completely hooked on at the moment.
It sounds like NFS Shift will be much more to my liking than GRID, and unless Polyphony has made vast improvements to the AI in GT5, and the general sterile feel of the whole thing, I suspect Shift might be a much more enjoyable racing game (though I'll certainly still be buying GT5).
I guess I'll find out on Thursday. Well, not if it's better than GT5 obviously
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This doesn't mean that I automatically like "hard" handling models. For example, GTR 1 was way too slippery for me. GTR 2 was way better - done by the same guys responsible for Shift. I also like LFS handling a lot. You can always feel the limit and it's relatively easy to drive "on the edge".
I haven't had a chance to try Shift yet but considering the Slightly Mad Studios' background and the videos I've seen so far, I'm pretty confident I will enjoy Shift's handling model.
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Most of the cars in the game aren't like that. Most modern cars approaching 4 or 5 hundred bhp aren't that bad - you've given a fairly extreme example using group b rally cars which even experienced drivers had problems with. I get the point you are making, but there's a massive, massive chasm between Outrun and Forza/GT5 from a very fundemental level. I would personally put them like this:
LFS/Rfactor/RBR et al > Forza/GT5 > > > PGR > > > NFS > Outrun
There is of course some interpolation going on when it comes to the thumbstick controls, but turn all the assists off and put together something that's a monster and it can be pretty hard to drive. I've poured countless hours in GT, Forza, and LFS (I've played the others but I've clocked up the most time in LFS), and yes there's a noticeable difference but not anything like what you're saying.
I'd also take issue with claiming that it being 'fun' and making you feel like a race driver somehow prevent it from having heavy sim elements. But, anyway this argument could run and run; I've presented my side of it
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Desperatley want a good racing game to sink my teeth into- Gran Turismo is too sterile and I got into Forza 2 and Live for Speed too late.
SHIFT will at least tide me over until Forza 3!
For those who have bought it- is tyre wear an issue in races? I saw they hired some company to model tyre physics but there's no mention of tyre wear.
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And to the poster who talked about this 'just being Oli's opinion': Eurogamer's staff and owners make their livings by representing their opinions as fair, credible and relevant, in order to attract advertising and get paid. It's a moot point to talk about reviews being someone's opinion, but since sites like this use opinion for commercial gain, it's fair to take them to task and make them accountable, if you (the reader, who pays their wages, in effect) feel you need to.
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There isn't much sense of weight with the cars and with all the sliding going on, it just feels like the game doesn't allow you to drive cleanly. After few hours of Shift, I had to check whether I had become insane for no reason at all but nope, iRacing still felt the most natural thing next to driving real cars. GTR Evolution still felt like you were driving a car of some sort. I just don't get that feeling with Shift (nor Grid. Now Flatout.. that's an arcade game with a driving model that makes you feel like you are indeed driving a car of some sort.)
So while I don't agree with some parts of this review, I can agree with the score. Shift doesn't seem like a good arcade racing game but it really doesn't work as a sim either. Forza 2 did the middleground between a sim and an arcade rather well, Shift didn't.
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That doesn't sound too encouraging. While I hated the handling model in GRID, sliding around on tarmac - and some of the cars in the game are supposed to be full blooded race cars on slicks, aren't they? - certainly doesn't sound like a good alternative either.
Well, I'm still getting this game on Thursday, if nothing else then just to see the much touted "dynamic" cockpit view in action (preferably while looking at the beautiful interior of a Zonda). But perhaps all the reviewers (and most of the other reviews have been rather glowing) are just comparing to console racers and the head movement and G-force simulation isn't any better (aside from some added blur effects) than what we've seen in PC sims like GTR, rFactor, RACE etc. for years?
In any case I'm not looking for a full blooded sim as I'll just be playing the game with a DualShock 3 (my G25 has unfortunately been stoved away in a closet since I moved to a new apartment where it just wasn't particularly compatible with my living room furniture, neither with my console nor PC setup).
Still, even with a gamepad it's certainly easy enough to tell a crappy handling model from a decent or good one - whether we're talking sim or arcade racers.
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Neither Grid or Dirt have cars that turn on a 'central pivot', thats just a term banded around by people who wish to discredit the handling in those games, if anything Sega Rally had a much bigger argument for the 'central pivot' handling, but even that i expect didn't actually have it.
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However I still think Forza will have more realistic handling and AI so not really sure where Shift will fit in! Not quite the same problem on PS3 because GT5 may be delayed, and unless they sort out AI for GT5 then Shift may actually shift (sorry) quite a few copies on PS3!
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You can see why the NFS name is on it, it certainly won't sell on its own merits, and will likely end up next to Superstars V8 as a forgotten game.
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The person above mentions it being forgotton alongside V8. I wouldnt go that far. I actually thought the demo of V8 was ok as it knew exactly what it was.
So far in shift, I can say the first part of the game sorting your car and testing the beamer, the control seems a little off. it seems when cornering you are either not cornering hard enough as you are going wide, so you turn a millimetre tighter and it thinks you are on full lock. Also it feels like you are driving on grainy road? Its hard to explain but you will see what I mean when you play it.
I will write more when I have played it more in a few hours but this is my first impression I hope. It should get better with luck.
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I'm up to Tier 2 at the moment, and loving the game, it's great fun to play and that's all I want from a racing game
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Got a few gamerpoints off it so all is not lost haha
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The game configures its own settings to how you play the very first race. So you can set them all yourself but it measures how you perform during that race and adjusts accordingly. Which is a good idea, however your first race of a new game with hew handling you are never going to be great. I have tried it with custom settings and easy settings however the handling still has the same issues, all be it to differing degrees depending on your settings.
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Bring on Forza 3!
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As an example I have been playing DiRT 2 a lot, so I set off with the pad (getting the wheel out later) and played with the same technique, which is kind of feathering the steering - this doesn't work and you do get a lot of the oversteer mentioned (as I am sure I would in my own car if I kept slamming on the full lock at 70mph). When I realised this and slowly eased the controls (which is really not easy on a pad) it started coming together, 3 laps of Spa later and I really appreciate what they are trying to do. It was mentioned already but it is a lot like GT Legends - not that I ever played that on a pad.
The feeling of speed is amazing - the blurring of the car interior works so well. It is the first game where the interior view is not annoying (see DiRT 2) it is a complete asset for the game it is very immersive.
On early thoughts, I suspect the controls are going to be a bit marmite like and whether you have the perseverance it will take to use the pad with minute movements is questionable - I suspect on the wheel it is much easier and therefore better. I am personally loving this as a GT Legends or Race Pro with better presentation (minus the occasional graphical glitch) that takes a fair amount of dedication to get the most out of.
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It's definitely not a sim - in fact I would argue it's just as much an arcade racer as GRID, just with a very different handling model. It can be a bit twitchy (even with a gamepad you've got a long list of controller sensitivity settings you can adjust though, but after some experimentation I've left them close to the defaults), but overall I like it quite a bit better than GRID so far. Which wasn't necessarily saying much of course
I think the point where I first realized that this could really be quite a thrilling game was when I got the chance to take a Lotus Elise for a ride on around a third of the Nordschleife (reverse, meaning all the very long straights or light curves). I barely hit 200 km/h, but damn the sense of speed in this game is really quite phenomenal from the dynamic cockpit view. And in general you really feel like you're driving right on the edge of control and traction most of the time.
Much to my surprise I've also found myself loving the constant showering of points, levels, badges, cash etc. There's so much of it in so many categories that it's almost ridiculous, but somehow it still feels nice to be rewarded even if you're just doing a couple of test laps to test your controller setup
Somewhat negative points so far are the damage model (I've had a few severe crashes but barely seen more than a few scratches and a broken windscreen - some people say the PS3 version doesn't have the same level of damage as the 360 version, but others claim they've had plenty of dents and missing car parts), the graphics - certainly more than serviceable, but overall not really stacking up to the competition, particularly since I'm also playing DiRT 2 at the moment - and the engine sounds which I frankly can't quite decide how to feel about. It's like they've cranked the distortion up to 110% on every one of them - well, those I've heard so far anyway, but they were all but one road cars rather than full blooded race cars. It certainly makes them sound savage and brutal, but probably a bit too savage and brutal in many cases.
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Same experience as Miths- the first "wow!" moment came when bombing around Nord in an Elise. Unprecedented sense of speed.
Before playing the game I dismissed the in-game goals as gimmicks but they work surprisingly well.
My only criticism so far is how twitchy the cars are at high speed. Whilst it is realistic (I drive an 04 Impreza WRX IRL and it gets insanely twitchy at 100mph+) it doesn't match with the arcadey bits (being able to slide around corners and smash into cars with little penalty). I should point out that I've only played a tiny bit, so maybe you can tweak some aerodynamic settings-a front splitter should help!- to alleviate this.
I'm stuck between a 7 or 8 out of 10. Will give it more time! Regardless, worth the £25 I spent for the PC version- might not be as impressed if I spent £40 for a 360 copy and had to use a controller... Can't imagine how frustrating it is to use a thumbpad.
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Not really all that much in my opinion. I've got a Logitech G25 - mounted on a Wheelstand Pro - shoved away in a closet because it just doesn't mesh at all with the living room in my current apartment (ie. it's ugly as hell and takes up far too much space), and so far the inconvenience of setting it up and using it weighs heavier than the inferior experience and twitchiness of simply using my DualShock 3.
Just make sure you keep speed sensitive steering at 100% (the default) - set it to zero and even if you're going 300 km/h, the slightest flick of the steering will make you turn (or spin).
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It is a low 8 for me with a pad and a good 9 with the wheel - the in-car view played with a playseat and wheel is very intense
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I am absolutely loving this game!!! The handling is fantastic as long as not using loads of assists and not arcadey at all. You can wrestle a car round a corner while balancing the throttle very realistically...which is really rewarding. Clearly the game is designed for the in car view and as such it's the best in car view ever. I imagine playing in any other view won't give the same realistic impression. Engine audio is superb and really adds to the experience. NFS is back!
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The game is suprisingly good as a driving experience and I think Forza 3 now has its work cut out .
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Mind you, once the controls are setup how you like em, it's a cracking game.
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In the end I decided to keep it - and I am SO happy I did!!
Personally I think the game is great fun, with a fantastic sense of speed (in the faster cars) / superb engine sounds (lovely through a 5.1 setup
Overall, at this stage, I think I would rate the game at least an 8 (if not an 8.5) out of 10.
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Sorry to sound like a sheep, but my god the in-car view. You don't get that sensation from ANY other racing game, and for me it puts this game way up on the ratings scale.
7/10 is way off imo....
EDIT: you can quit races, try moving the stick down...
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I'm alright at first, but after an hour and half I was starting to feel a bit nauseated.
I used to be able to count the number of games which had made me feel unwell on the fingers of one hand, before this one. I think it's all the juddering around that does it.
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That's my impression too. You seem to be rewarded for throwing it into corners & sliding the back end round. Doing this is actually quicker somehow than driving a clean line. I can see how some people would like it but I prefer the adrenelline rush that you get from pushing the car to the edge but just keeping it there in something like race07 or gt.
It does look loveley though and the tracks (e.g. Spa) are very well modelled)
Guess I prefer finesse over fandango*
* For anyone old enough
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Also nice to see a good soundtrack, I was thrilled that they used Rootbeer’s “Under Control” – that’s definitely an awesome under-the-radar jam. Props to EA for improving their song selections as of late – all the games I’ve bought this year (Fight Night Round 4, NFS Shift, and NHL 10) have had pretty decent soundtracks.