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The Driving Physics
There’s been a lot of discussion of the new “Elite” physics mode introduced in Shift 2. Unfortunately, I didn’t find it particularly challenging with a steering wheel. With a Logitech Driving Force GT, cars often felt “floaty”, as if it was difficult to keep the car pointed straight. I found this to be less of an issue with older, heavier cars, which provided a more rewarding driving experience.
Regardless, it was difficult to “feel” where the tires were at in terms of lateral grip. There was little communication through the wheel’s force feedback in corners, and the surprisingly unpleasant tire squeal sound was either “on” or “off” -- as if it was activated only after the tires had exceeded their limit. These are two of the most important indicators of how hard you’re pushing a car in a video game, and they’re sorely missed in Shift 2.
I also found there to be a general lack of oversteer in the physics model, most noticeable in powerful, rear-wheel drive cars. I took a Shelby Cobra 427 to Road America with stock tires, for example, and found it difficult to create any power-induced oversteer. I experienced this same unnatural level of grip while testing the Corvette C6R and many other cars.
It’s Fun
Despite a physics engine which will leave sim-racers wanting more (ok, a lot more), this is a fun, exciting, and intense driving game. Without doubt, the Shift series is definitely headed in the right direction. I had an absolute blast racing with other members of the press during the many LAN races held in the EA offices, and that’s what really matters.
Mna to podla tohoto neoslovilo, moze to byt sice sranda ale ked auta plavaju a mam rozmazany kokpit(preco kua) pocas jazdy tak dakujem pekne...