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SvennoJ said:
DonFerrari said:

And that are still releasing =p

Plus it is funny that he mocks not all racing being similar, because no one said that, even though he grouped games that aren't really on the same genre.

Yeah, iRacing and Micro machines are as far removed from each other as Dark souls and Fat princess. You walk around in both carrying a sword, same thing! Don't like the difficulty in one, play the other :)

Anyway, atm I wouldn't mind having an arcade mode in Dirt Rally 2 with rewind feature. Even without hardcore damage on I still somehow get stuck in the scenery and get terminal damage forcing retirement from the championship. Realistic maybe, fun no. At least you have 5 restarts or you can simply restart the game when you're out of restarts (it doesn't save until you click continue). There's not much choice on the rally side of racing and I blame the move to more time consuming strict career nonsense for that. Dirt went the wrong way by neglecting rally for rally cross and focusing too much on silly festival nonsense. Dirt rally goes too far the other way with so called realism restricting the user base. WRC seems to sit in the middle but has been low quality for ages with crap handling. I haven't tried WRC 8 yet though, maybe it has improved. The last one I played was either 6 or 7, disliked it so much I traded it in.

Yep I cringe when people ask for damage modeling on GT and others simulators, first none of them can really properly simulate the real damage and effects it have on handling. Like on a F1 even a very slight bump could destroy your foil and make you retire from race. You are supposed to not hit anyone, if you do that them you don't need damage, and if you aren't capable of doing that them you would hate if damage was modeled the right way. I rather have a good punishing system for multiplayer and let it out of single player, on SP you decide if you want to be challenged so much that if you bump someone you hit restart race or forfeit because that is what would happen in RL.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."