RACE Pro Review
Engine and tonic.
Version tested: Xbox 360
Despite being over six feet tall, I used to drive a Mini. A proper old Mini, like in The Italian Job. I loved that Mini. I miss that Mini. As any fan of the diminutive car can tell you, there's something special about them, and you can feel it in the way they drive. The first car you get in the career mode of Simbin's debut console racer is a Mini, and it's a testament to the Swedish studio's oft-acclaimed skill that the digital version retains that unique and intangible Mini feel.
It's the sort of positive first impression that bodes extremely well for the game as a whole, and long-time fans of Simbin's long-running GT series will be pleased to learn that its attention-to-detail and depth of understanding when it comes to the physics and handling of virtual vehicles has crossed the PC-console divide intact. Race Pro may not be the most inspiring title for a game, but it's perfectly apt. This is a game made by people who know racing - Simbin founder Henrik Roos used to be a professional GT Championship driver.
His company's PC series has a devoted legion of fans, but the games are notorious for their unforgiving simulation approach. Are wussy console gamers ready for such ferocious fealty to real life? Actually, as it turns out, they don't need to be. Race Pro has the depth, but it also has a thoughtful training slope to ease you in. It's perhaps the most accessible hardcore racer to grace a console.
The heart of the game, as always, is the career mode. Here you work your way through eight race groups, each containing up to seven different contracts. You must buy into each contract using credits, which you earn based on performance in races. The amount you pay, however, will vary depending on whether or not you pass the tryout time trial for the contract. Pass the test and the cost of entry drops sharply. If you just can't beat the time - or can't be bothered - then you can pay over the odds and get the contract anyway.

Interior views may not bristle with detail, but when the racing is this good who needs dashboard distractions?
The flexibility continues once you're ready to race. You can tackle each contract at amateur, semi-pro or pro levels. The higher the standard, the higher the credit payout for victory. Racing at the top professional tier, however, means that you get no racing assists whatsoever. Amateurs, on the other hand, can make the game as easy - or as hard - as they like, with complete freedom to tweak the anti-lock brakes, traction control, stability assistance and racing line indicator. As your confidence increases, so you can slowly let go of your helping hands in whatever configuration works best for you.
On the track, you'll see just how important these features are. Racing as a professional shows off the phenomenal physics and handling, but will leave most fair-weather racers seething with frustration. You need to not only understand advanced racing concepts but take advantage of them, usually at horrifying speeds. Each car, from the aforementioned Mini through to various Caterham models, Audis, Viper Coupes and Formula BMWs handles noticeably differently from the moment you take the wheel. The pull of inertia as you hit the apex of a turn, the sudden thrust of forward momentum as you slipstream an opponent - these subtle feelings are conveyed effectively and economically, and feel so natural that performance improvements become instinctive rather than cerebral. The challenge ultimately comes not only in mastering each track, but tailoring your approach depending on the car; a familiar corner can be your undoing if you're in an unfamiliar ride.
It all sounds imposing, but played at a lower difficulty level, it's a technical but incredibly playable racer that shouldn't scare anyone weaned on Forza or PGR. It's never less than a sim, but the game is so willing to help you find your groove that improving your performance never feels like work. Where other games bleed the fun out of racing or punish you harshly for straying off the perfect racing line, this is a game that wants you to succeed and leads with the carrot rather than the stick. Before long you've ditched the amateur status completely, and are busy earning your stripes as a semi-pro. Friendly track-specific tips appear on every loading screen and, suddenly, the cliff-face of professional status doesn't seem quite so impossibly daunting.
Having got the stuff under the bonnet so wonderfully right, it's a shame that the game can't quite boast the bodywork to match. It's not an ugly game, but compared to the standard holders on the 360 it's not going to win any beauty contests either. Car models are more than acceptable, but the replays reveal them to be fairly rigid boxes rather than intricate models where you can see each shift of weight in the suspension. Car damage is present, but hardly spectacular. Keep crashing into the barriers at top speed and you might start to see some scuffing and buckling after four or five crashes, but if you're expecting mechanical carnage, you're looking at the wrong game. Trackside details are equally sparse, and the stiff spectators often give the impression that you're racing through a Hornby playset rather than a real race track.
The presentation, too, is less than enticing. The front-end is functional, music almost entirely absent (not always a bad thing, but still notable) and the only human contact comes from a hilariously unimpressed voiceover man who can barely conceal his lack of enthusiasm for your hard-earned achievements. "You won," he deadpans, stifling a yawn. "Very good race."

The tuning options alone will keep gearheads busy for weeks, but you can easily skip all that and jump straight into a race.
Multiplayer is much as you'd expect, offering Xbox Live or System Link play for up to twelve racers, on any of the tracks in dry or wet conditions. There's sadly no split-screen option, but what you do get is a very strange two-player "Hotseat" option where you take it in turns during the same race. In the co-op version, control of the same car switches between two players. In versus mode, one player races against an AI facsimile of the other player until the situation is reversed. It's as barmy as it sounds, and not entirely successful, but as a way of allowing two players on the same screen without sacrificing frame-rate it's...well, interesting.
Such unpolished aspects won't do the game any favours when it's competing against the likes of GRID and PGR4, but shrewd racing fans should be able to look past the exterior and appreciate the finely tuned engine beneath. Race Pro is a great driving experience, striking a rare balance between the immediate enjoyment of an arcade racer and the deeper, more nuanced long-term satisfaction of a hardcore sim.
8 / 10
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Comments (80) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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exclusive?
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Wonder how the next Forza will compare?
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Do you really need split-screen for that??
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Tracks? Demo? Car variety? Online mode/options? Hmm.
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I love the game and career structure of GRID, I also love the presentation and I really love the quality of the racing action. I just wish they hadn't stripped the race events themselves down to the bare minimum of a mad dash for the line. Hopefully this game will give me more of what I want.
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I'll wait until I get a go at the demo to see if it'd be worth getting and if it'd keep my interest.
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I bought a fancy "Wheelstand Pro" several months ago (when Ferrari Challenge for the PS3 was released if I recall correctly), but it just proved more trouble than it was worth having to move tables around and dragging the whole stand and wheel in and out of the living room every time I felt like doing a few hours of virtual racing.
Which is also why I'm leaning heavily towards arcade racers rather than sims these days, as it just feels so damn wrong playing the latter with a pad - at least when you spent a few years in PC sims with wheels and pedals.
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So the burning question is: anyone know when a demo for this will be on Live?
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Race Pro's own website states "Highly detailed damage realistically affects handling" - doesn't sound that highly detailed, although the review didn't seem to cover how it affects the car's handling.
It seems like they're going to release a demo, so hopefully all will become clear before I commit money to it. Like eldarko says, you know pretty quickly with a racing game whether it's one you're going to get on with.
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And it has 350 cars according to xbox.com
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'a console game is going to be simpler and easier than a pc driving sim by definition. but its still hard for me, as a dedicated sim-head addicted to stuff like iRacing.com, to not wish for more realism from race pro, the new xbox racing game from simbin. simbin is a god of pc driving sims, with games like gtr and race 07 to its name, so this game was always going to be a bit more realistic than other console games. and it is, still, simbin has wound back the physics for the sake of the playability, to the extent that even sliding some as crazy as a caterham is hard, and i think that the developers may have gone just a tad to far. but the fun is here aplenty, and that will be enough for most people - lots of fast cars, including radicals and gtrs and wtcc cars and interesting tracks aswell. the sound effects and graphics, while not quite up to pc standards are great, and you'll be absorbed with the competition. but - and this a 'but' for sim heads, dont expect big realism'
they scored it 16/20, but if they can be trusted, i wanted more sim and less americanism, so i'll try the upcoming demo before splashing out on this game, that is what they are there for afterall. but for a game like this i want rooms that are wheel only (like you get on ps3 ut3 - k&m only rooms) because pad racers will generally be faster than wheel ones. (just to clarify, you can tell by watching replays on f2 with telemetry as to whether its a pad or wheel lap, and the top racers on f2 are pad racers)
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And even if the tracks and car models are only merely sufficient, I know from what I've seen that the handling of the cars immediately will make this look far more believable than other, flashier games (GRID) where the physics are laughable and it's very evident in the replays.
I for one am still very much looking forward to this, as long as the game doesn't have tearing or some horrific frame rate drops that's all I'm caring about, can't wait for the demo to come out!
P.S. Yes there should be more detail in these reviews, just about the bare essential things people want to know about like control schemes, number of tracks etc. The Eurogamer reviews are getting more and more vague and while it's nice being slightly removed from the pernickity details of why something might work or not, as far as gaming is concerned I think these ARE things we should hear about so as we, as gamers, can make our own judgements on whether we could deal with it or not. It's not like film where someone's objective review merely adds another opinion to our roster, games reviews to me at least, should be more like a semi-detailed breakdown of what is in the game, how it functions etcetera so as we can make up our minds about it and decide if it is for us. These very abstract overview reviews, by one person, does not help anyone make those kinds of judgements about where their next £35 is going towards a game. Rant over.
SO... how about the opinionated review which makes a good read, but next to that some sort of detailed breakdown of the many facets of the game... control schemes, even silly things like graphics options, will it let me increase the gamma so I get a much nicer picture on my computer LCD that I use for instance, the kinds of things we normally have to wait and see with when we settle on actually buying the game for ourselves (but too late I say). Eurogamer does their scientific little console Face-Offs so it's not alien to the site, how about it eh?
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From a long line of racing games from the same studio--all available on this little known gaming machine called the pc. Other underground hits include a quirky online world called world of warcraft
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I'm glad there's a demo coming out, I'll pick that up and see if it makes me want the game enough to buy it on release. Otherwise, I may pick up a copy later when it's cheap, as long as Forza 3 hasn't come out before then.
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Petter Solberg is apparently in Microsoft's hands, but only a cellphone game has come out yet, and the financial stuff isn't helping anyone at going for yet another franchise for the narrow sim market.
Oh, and there's the put-your-name-on-a-rally-game-and-die-soon omen... not helping either.
*sigh and explode*
Anyone playing RSRBR09? Check it out on youtube, it's french so the english forum is pretty empty or you're all hiding somewhere else
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Anyway, DLC that would let you drive that Mini down a flight of stairs, and all would be forgiven.
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I'm a bit disappointed by the crash damage, it sounds weak. I really want a game where if you're in a big collision then you're out the race, that's it. It'd make people a bit more wary on xbox live!
Anyway, glad it turned out well.
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And that's probably the contradiction. If you have a budget to make the game shine like GRID, you can't make it a sim without going bankrupt. :-/
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I'll avoid any conspiracy theories until later
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Come on, EuroGamer - you can do better!
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Also, "Where other games bleed the fun out of racing or punish you harshly for straying off the perfect racing line, this is a game that wants you to succeed and leads with the carrot rather than the stick." What does that mean? The author goes on in the review that this is a heavy-duty sim, but then seems to suggest it's not too difficult. I suppose he is referring to the different difficulty levels, but there should be more clarity.
Oh well, I was really excited about this, but somehow I feel all dead inside now.
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Absolutely, the proper sim heads will already be playing GT Legends, GTR2 or something along those lines on their PC anyhow, so it will be interesting to see how this crosses over. This was never going to have polished graphics or presentation, but that's kind of missing the point, if the physics are present and correct from the PC versions then this should be spot on.
Odd review though, two pages of not much at all. My biggest concern is how this all translates across to the 360, I use a 360 pad on GTR2 but have it tuned to perfection via the incredibly detailed controller settings.
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How many cars?
How many tracks?
How is the handling with a pad?
How does the handling compare to Forza/GT (you'll be fine if you've played PGR or Forza is unbelievably vague)
How many cars per race online?
Tuning options?
Come Eurogamer, your usually spot on!
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I too am eager to hear a bit more about the meat of the game -together with pad vs. wheel etc.
Oh well, maybe a more sim related site can do us the honours.
/awaits demo.
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Well good job I guess lol.
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Erm, you don't own a 360 do you? Move along now.
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Get you blinded BS3 ass out of this thread.
regarding race pro, I played a working version at the Eurogamer expo and, while it doesn't look as good as some of the bigger budget titles, it certainly handled in a similar fashion to Forza and thankfully not like that garbage Grid/ Dirt.
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As for the damage in the game, I'm pretty sure that the videos you see from the game the damage options are turned way down. The pervious Race games from the dev have had pretty nice and unforgiving damage. And I would like to mention that I use my X360 controller with Race07 on the PC. And it works quite well, although I did spend a tad bit of time configuring the setting for it.
There are 48 cars with 350 models (car hulls). All based on specific championships. There are 13 tracks. As for online play, I doubt there'll be any less than in the previous PC versions.
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Have bought every SimBin game ever released (I think), but buying a serious sim style racer for the 360 is pointless because...
on my PS3 I get to use Logitech steering wheels, while my 360 steering wheel is a pile of junk.
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What? How many tracks is in a racing game is a legitimate question. While people may not ask how many levels there are they usually want to know how long a game is which is a similar question. On a console where there is no chance of getting any community created mods or additional tracks apart from DLC (complete opposite of PC sims) how many tracks are available is a valid question.
I wouldnt pay full price for a racing game that only had 6 tracks for example.
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* Autódromo Internacional de Curitiba (Brazil)
* Autódromo Miguel E. Abed (Mexico)
* Circuit de Valencia (Spain)
* Grand Prix de Pau (France)
* Masaryk Circuit (Czech Republic)
* Autódromo do Estoril (Portugal)
* Brands Hatch (Great Britain)
* Motorsport Arena Oschersleben (Germany)
* Autodromo Enzo e Dino Ferrari (Italy)
* Autodromo Nazionale Monza (Italy)
* Okayama International Circuit (Japan)
* Guia Circuit (Macau)
* Circuito da Boavista (Portugal)
* Scandinavian Raceway (Sweden)
* Circuit Park Zandvoort (Netherlands)
* Mazda Raceway Laguna Seca (USA)
* Road America (USA)
EDIT - plus I would assume there are various layouts available for most tracks and the ability to race clockwise/anticlockwise.
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Race Pro -17
Grid -15
Forza 2 -12 (8 real world)
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Let it go man, surely you have forgiven them by now for that E.T. purchase on the VCS 2600?
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If you had, then you would have realised that those of us who spent £70 on Microsoft's lame effort might as well have just wiped our arse with the money.
The Offical 360 steering wheel is an abomination, and anyone who differs with my opinion is wrong.
I can't even sell the damn thing as it has no re-sell value. THAT'S how bad it is.
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So an unboxed one go on e-bay the other day for about £50 with a copy of Dirt.
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Proper arcade machines have pretty much always been the bigger buzz.
Pre 1990 computer games are closer to todays so called 'PC sim' than a PC sim is to the real thing. Also, before the PC snobs start knocking arcade racing. Consider Arcade controllers were 10-15 years ahead of anything on the PC, 3D GFX were also miles ahead. Daytona USA released about 1 year after Microprose Grand Prix, yes the first one we all played with the keyboard on 14" screens.
For the cost of the latest Logitech wheel, you could get yourselves a tatty motorcrosser that will be a bigger buzz than anything a computer can offer in the next 40 odd years.
Computer snobbery...just say no.
Edit: yes the 360 wheel is sloppy, take it a apart, take the plastic insert to your local machine shop and have it machined to fit a proper bearing, £3 for the work and £7 for the bearing, the bearing will need setting in some resin or silicon. The Logitech is also just a toy FFS.
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"For the cost of the latest Logitech wheel, you could get yourselves a tatty motorcrosser that will be a bigger buzz than anything a computer can offer in the next 40 odd years."
Deep down, even you realise that you are taking complete bollocks.
Now, take a deep breath, and apologise to the internet masses.
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you obviously dont get out much, no problem just check ebay my friend, dont forget now that anything with a two-stroke engine can rev up to 20,000 RPM, which rings through your body like no computer game will in 40 years, there I said it again.
Theres a good reason why all the best drivers in the world trained in Karts matey, yours from £300 on ebay, the engines are used in Moto GP, Not much more money than the Logitech G25 when it came out right? Jesus the computer snobs, theyre just fucking toys and games made in China.
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"As I have fields at the back of my house, can I just say that anyone on a motocross bike is a complete and utter cunt"
Thats a fairer comment than your last one.
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He tried to wave it in a few PS3 threads, but it looked so tiny next to your Microsoft flag, he had to give up.
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I have owned many FFB wheels over the past 10 years or so and I thought the 360 wheel was awful. Which really really surprsied me as my first FFB wheel was the Microsoft Sidewinder wheel, which was a really good wheel. To find that MS produced a wheel significantly worse than a wheel they developed 10 years ago amazed me. Even more surprising was the cost of it, it cost me £90 at release, I bought a Logitech DFP for my PS2 a year previouslly for £70 which is a superior wheel to the 360 one. Compared to the competion the 360 wheel is poor and even worse overpriced.
@canIdoyabombsforya
Several of your posts are pretty consfusing. Do you have any idea what kind of hardware can be bought for PC sims now? A lot of it costs more than I can afford, but the Logitech G25 at £150 is at the budget end of sim hardware and pretty cheap.
As for this comment;
Theres a good reason why all the best drivers in the world trained in Karts matey, yours from £300 on ebay, the engines are used in Moto GP
As for this comment. True there is a reason why the best drivers in the world learn to drive in real Karts/cars, stating the obvious there (althpough might interest you to know that sims are getting to the point know where they can be used as useful training tools). But the second part of the comment can't be serious? If it means what I think it means you need to do some research before you post. Most people race sims as the cost is far far cheaper than even a single season of racing.
I know someone that racing in a Scottish bike championship, pretty amature stuff on 600cc biikes. He reckons it costs him 6-7k a year and doesnt have a hope of catching the top 3 or 4 riders as they pay even more than this for the best equipment.
The cost of racing at the top levels even in Karts is way over 10k a year.
Anyway your argument is totally flawd. It's more thrilling and satisfying to play a real guitar over Guitar Hero. More fun playing football and scoring a real goal. yada yada.
As for PC snobbery, it's bugger all to do with that. Simple fact is Race 07 isnt even as good as Simbins Race games on the PC.
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Great fun for a few laps on PGR4 though. But OMG, no 900 degree rotation!
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See post 52
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but the biggest but and obviously justifiable; the 360 has more games. but as a sim racer, if a game comes out multiplatform it just has to be bought for the ps3 because you arent tied to the overly expensive peripherals. same goes for thee forza/gt argument; sometimes its not about damage or ai or graphics, sometimes it just comes down to the thing in your hands that you play the game with
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GT Pro:
Aston Martin DBR9
Audi R8 GT Concept
Corvette C5.R
Corvette C6.R
Dodge Viper GTS/R
Gumpert Apollo GT
Koenigsegg CCGT
Lister Storm
Saleen S7R
GT Sport:
BMW M3 GTR
Corvette C6 GT2
Marcos MarcoRelly GTS
Mosler MT900R
Seat Toledo GT
Spyker C8 Spyder GT2R
SunRed SR21
GT Club:
Aston Martin DBRS9
BMW Z4 GTR
Dodge Viper Competition Coupe
Gillet Vertigo Streiff
Seat Cupra GT
WTCC '07:
Alfa Romeo 156
BMW 320si e90
BMW 320i e46
Chevrolet Lacetti
Honda Accord Euro-R
Peugeot 407
Seat León
Volvo S60 Challenge
WTCC '87:
Alfa Romeo 75 turbo
BMW M3 e30
WTCC Extreme:
Alfa Romeo 156 Extreme
BMW 320si Extreme
Chevrolet Lacetti Extreme
Seat León Extreme
Production Class:
Audi R8
Dodge Viper SRT/10
Gumpert Apollo
Koenigsegg CCX
Formula 3000:
Lola B02/60
Formula BMW:
Formula BMW
Mini Cooper Challenge:
Mini Cooper S
Radical Sportscars:
Radical SR3
Radical SR4
Caterham CSR:
Caterham CSR200
Caterham CSR260
Caterham CSR320
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]http://ww w.maxconsole.net/?mode=news&new...[/link]
As you may be aware, it is very hard for any third party to get accessories out on the Xbox 360, but Fanatec has succeeded! They have informed us that a prototype version of their Official Porsche 911 wheel for the Xbox 360 is nearly ready. At the moment forcefeedback is working well but not all the features are perfected. They are aiming to hand over a prototype version of the Xbox 360 version to developers of RACE PRO Simbin next week so they can integrate into their game.
Inside Sim Racing - do a review of the wheel here - http://uk.y outube.com/watch?v=W9tgjMq9tJA
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You can see it best on the replays - due to cars turning from a central pivot - if another car is touching (or very near the) your cars back right - it is impossible to turn left - and the same from the opposite way round - resulting in you going in a straight line instead of round the corner.
Surely people do not find that easier to use - than something most people use nearly every day?
If they use it for the F1 game they should hide the head in shame - or licence their graphics engine - which looks very good.
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Absolutely, a lot of people jumped into the NFS comments seemingly without even reading the articles that they were commenting on. Pretty depressing really, lots of rabid fools jumping up and down about games they've never played, or even researched slightly.
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I definitely saw an interview with a Simbin guy somewhere online talking about Race Pro's controller settings being completely customiseable to players to set it up just how it feels right for them, so I imagine altering the dead zones and acceleration of turning and whatever else, so prob all the options they'll have for controller settings on their PC games. They're really not taking prisoners or giving in to the masses on this one, I think. The review really should have mentioned things like this, cos we're all still here left guessing about much of what could easily have been clarified in a paragraph or two of the review...
Hopefully the demo will let you adjust all the options as well (I hate demos where you can't get in to the options menu to adjust video levels or controls etc, silly!). Looking forward to this one, but the "any day now" comments annoy me, just give us a date to look forward to for the demo, then I won't be waiting with anticipation to see nothing has changed on my 360 dashboard next time I boot up, gr.
It's encouraging to see sim guys out in force on this forum standing up for proper racers. I wish I had a half decent PC to play their other games on, not to mention graphically superior and modded iterations of my favourite game ever, Richard Burns Rally. One day my friends, one day. Just to get through a stage with a fairly quick time in that game was more rewarding than just about any other gaming experience I've had. Also, I'm sure I had one or two not bad times on the leaderboards. I can't even drive for real yet but I'm sure, with a bit of gymming, I could drive a racing car pretty well
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As for format fanboys, racing sims is by far my favorite type of game. And the fact is that the best sims are to be found on the PC. Further there are some really strong communities that create excellent mods, cars and tracks for these games. Sadly, that will never happen on current gen consoles. You need to rely on DLC from the developers to get any new content.
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The Fanatec Porche wheel is very good. The actual wheel is better than the G25 wheel. However the standard pedals are not great. The wheel and standard pedals are quite a bit more expensive than the G25 sadly, and the Club Sport pedals are pretty expensive.
The cheapest available model that supports the 360 is 179 euros, which works about £160. That includes the standard pedals and no shifter. The ClubSport pedals are 199 euros and the shifter 49.99 euros.
I spent a lot of time looking at this wheel after seeing the review on Insidesimracing.tv. Even though the wheel is better than the G25 the pedals are not and it comes with no shifter which is a pretty big loss for me. I use the full H-shift in some games and mods. And the cost to add the pedals and shifter far out weighs the the better wheel IMO. Overall Im sticking with G25, I don't want to downgrade my pedals and certainly don't want to loose my shifter, and the cost of 400 euros to by everything I would want is too much. It's not THAT much better than the G25.
Still at least the option of a decent wheel is there for 360 owners.
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Also, not ALL the best drivers start in Karts or get their learning from there.
As for NFS, we shall have to wait and see what NFS Shift gives to the series. My favourite NFS game of the whole series is NFS Porsche Unleashed. I was always hoping for another one like that, featuring some other manufacturer.
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Problem is.. looking at the screenies - its not a real mini. Its a BMW mini - not even the same thing I think you will find.
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Or it's the credit crunch and they've all pulled out.
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I managed 60 cars on Spa in GTR2 a few years back - but admittedly at rather less than stellar frame rates (below 20) at the start of the race until the field had spread out a bit.
But to avoid inconsistent framerates it's probably safe to assume there's going to be a somewhat lower car limit in this retooled 360 GTR+RACE compilation, even on the tracks with enough garages to handle 24+ teams in real life.
I'm sort of starting to look forward to this game though. PC racing sims is no longer really an option for me with my current PC setup, and getting my Logitech G25 mounted in front of my TV and PS3 proved too bothersome as well when I tried it several months ago, so I think I'm gonna give RACE Pro a try with the pad. Even though I imagine there's a very good chance I'll hate it, considering I spent a few years playing GTR, RACE, rFactor etc. on PC.
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