Vertical Stand wrote:
Handling is key for sim racers, from the handling in the demo I had no idea who Shift was aimed at, it was stuck in no mans land between the two extremes of simulation and arcade.
I don't think that was the problem. It's entirely feasible to have handling that straddles the two extremes and have it feel fun, simmy, and just feel
right all at the same time. Look at the PGR games, the handling for those crossed both extremes and yet still felt perfect.
I gave the Shift demo another go the other day, and the handling felt wrong on so many levels. Weighty and yet feather light at the same time, way too unresponsive, virtually zero grip, and the braking seemed to veer between too unresponsive at times and others almost instant. It doesn't 'straddle' the two genres, it veers between them at seemingly random moments giving it an unpredictable feeling. It's about the only racing game(either sim or arcade) in years now that I've not been able to figure out the handling and to be able to take clean lines around a circuit even after putting a decent amount of time into it. I find it impossible to race a clean lap purely because of the schizophrenic handling.
I was playing using a controller so maybe that was the reason. Maybe it works fantastic using a wheel. But when easily 95% of the gamers likely to buy and play the game will be using controllers, it's something they need to fix.