Shift Review on IGN(more reviews added)

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Raduque

Lifer
Aug 22, 2004
13,140
138
106
Originally posted by: destrekor

But with Shift, it's more and more looking like the FUN game to go to in the simulation category. It might end up lacking in the pure sim category, with a hint of arcade influence even with assists off (still hoping the latter isn't actually the case, we'll know in a few days)... but the visceral presentation just really sits well with me, and that will lead to a new level of entertainment, as sometimes sims can lack in that department, or more accurately, deliver a slightly different flavor of entertainment. As long as it's close, I think I'll find it an enjoyable game to own alongside GT5.

That's why I'm hoping for a demo. The presentation seems to be excellent. I'm only afraid it won't have anything to hold my attention beyond that, that I can't get from Forza3. Shift has a small car list, small track list, and every screenshot and video I've seen only shows full-out race-modified cars. I like a big car list (I'm a collector in these kinds of games) and racing with stock or stock looking cars.
 

AstroManLuca

Lifer
Jun 24, 2004
15,628
5
81
I'm hoping it won't be too sim-like, and I also don't own and never will own a wheel. Everyone pretty much knew it was going to be a semi-sim anyway; did you really expect the NFS series to go full sim? Sim fanatics are never happy anyway.
 

thilanliyan

Lifer
Jun 21, 2005
12,059
2,272
126
Originally posted by: BenSkywalker
back to waiting yet again for a real racer :(

Why not rFactor (+mods) or GTR2? Those are more sim-like than any console game ever will be. GT5 Prologue is sorta in between arcade and sim racer IMO. That said I can't wait for GT5 having traded in my copy of Prologue recently.
 

jdport

Senior member
Oct 20, 2004
710
0
71
I guess I'm a little confused becasue when this was first announced, I thought they had said they were going to be releasing multiple games under this brand ... one a realistic sim and one an arcade type. Is there only going to be one now? Trying to please everybody with one game will just piss off everybody.
 

R Nilla

Diamond Member
Jul 26, 2006
3,835
1
0
Originally posted by: jdport
I guess I'm a little confused becasue when this was first announced, I thought they had said they were going to be releasing multiple games under this brand ... one a realistic sim and one an arcade type. Is there only going to be one now? Trying to please everybody with one game will just piss off everybody.

They are working on multiple games under the NFS brand. Shift is supposed to be the realistic sim. Nitro is the arcade racer.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
Why not rFactor (+mods) or GTR2?

Lousy controls+lousy physics != good sim

Why is it that a Viper taking an easy sweeper at 30mph quarter throttle spins out in GTR2 if I do something funky with the steering wheel? Completely, totally, unrealistic.

Those are more sim-like than any console game ever will be.

More difficult to control I would agree with, but not simulator. Too many cars that I've actually driven are so far out of touch with reality on the PC versions while they are quite close on the console ports. Honestly never tried rFactor, was turned off to the ever running tradition of PC "sims" of making lousy controls= realistic.

GT5 Prologue is sorta in between arcade and sim racer IMO.

With pro physics enabled and assists off(well, if you want to be accurate only shut the assits off the car doesn't actually have) GT5P is much, much closer to real world driving dynamics then GTR2 for any of the cars I've driven IRL. True, never have driven the pure race cars they have, but I have a hard time believing most of those guys have ever driven anything more powerful then a mini above 50mph :)
 

brblx

Diamond Member
Mar 23, 2009
5,499
2
0
Originally posted by: BenSkywalker
With pro physics enabled and assists off(well, if you want to be accurate only shut the assits off the car doesn't actually have) GT5P is much, much closer to real world driving dynamics then GTR2 for any of the cars I've driven IRL.

i really don't feel like debating with you. on anything. but i have to reply to that with: no. just no. i seriously can't believe anyone who has ever driven a car could say that.

edit- unless you always coat your car's tires in crisco before driving.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
Originally posted by: BenSkywalker
Why not rFactor (+mods) or GTR2?

Lousy controls+lousy physics != good sim

Why is it that a Viper taking an easy sweeper at 30mph quarter throttle spins out in GTR2 if I do something funky with the steering wheel? Completely, totally, unrealistic.

Those are more sim-like than any console game ever will be.

More difficult to control I would agree with, but not simulator. Too many cars that I've actually driven are so far out of touch with reality on the PC versions while they are quite close on the console ports. Honestly never tried rFactor, was turned off to the ever running tradition of PC "sims" of making lousy controls= realistic.

GT5 Prologue is sorta in between arcade and sim racer IMO.

With pro physics enabled and assists off(well, if you want to be accurate only shut the assits off the car doesn't actually have) GT5P is much, much closer to real world driving dynamics then GTR2 for any of the cars I've driven IRL. True, never have driven the pure race cars they have, but I have a hard time believing most of those guys have ever driven anything more powerful then a mini above 50mph :)

well considering most simulations are just that - simulating physics - there are going to be quirks. Most notably, they tend to simply take all the mathematical data from the car, add in performance of the suspension, and run that through code. The code will pump out values from that data, but it'd be the same data every time. And the issue is - physics and math code can't always reproduce the exact real-world performance... at least, not with the more simple code that can run on consumer hardware.
So they have tricks.

I believe Polyphony and Turn10 both do a lot more interaction with the real vehicles, and take code from laser-accurate observations and create models that establish behavior that is similar to that. Probably a more expensive process, and the PC developers like SimBin (and Blimey, now a majority of Slightly Mad Studios), just don't have the same assets. iRacing.com might be the only product that had serious investments into exact performance simulation, but making a subscription-model game allows that kind of initial investment, especially since they heavily advertised to people with big money.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
i really don't feel like debating with you. on anything. but i have to reply to that with: no. just no. i seriously can't believe anyone who has ever driven a car could say that.

edit- unless you always coat your car's tires in crisco before driving.

Go back to back GTR2 and GT5P and pay attention to the speed you are going. 30MPH spinouts quarter throttle in a Viper on a gentle sweeper in GTR2, try it out for yourself. GT5P isn't perfect, but it is way the hell closer then GTR2.

well considering most simulations are just that - simulating physics - there are going to be quirks.

This is one area the consoles have a rather huge advantage though, their CPUs are far better suited for heavy physics simulations(particularly the PS3) then the i7s of the PC world. Perhaps someone will use PhysX in a PC racing game and we can see some killer physics simulations in a racing game on the PC side, but noone has done it yet unforunately.

I believe Polyphony and Turn10 both do a lot more interaction with the real vehicles, and take code from laser-accurate observations and create models that establish behavior that is similar to that.

I think if you gave the PC guys enough raw FPU performance they could improve by leaps and bounds, but they have been rather limited in that aspect unfortunately.

Out of curiousity I went and checked out the requirements for GTR2 and rFactor. rFactor requires a 1.4GHZ P4, GTR2 requires a 1.8GHZ P4. That gives 5.6GLOPS and 7.2GFLOPS of raw floating point power, by way of comparison then Playstation 2 had 6.2GFLOPS. I know those are theoretical numbers etc, etc, the general point I am trying to make is that PC devs have far less floating point power for physics calculations relying on CPUs then their console counterparts.
 
Mar 11, 2004
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I think this game might strike a good balance. I understand people wanting a real hardcore sim, but that wouldn't make sense without a much more realistic control setup, and considering these are games and thus meant to be fun I don't see how people get mad about them not being sim-like enough. If you really want to drive a car, go drive a real car. I really have not enjoyed the handling of most racing games I've played the last several years. They're not bad once you get used to them, but none feel natural and "right" from the get go. I've been turned off of GT after 4, the control in that game just seemed broken to me for some reason. I haven't liked the last couple of Burnouts either (the PS2 one that came after Revenge and Paradise, although I only played the demo on the latter and it had a crappy car, so I won't say it doesn't get better as I'm sure it does). The last racing game that I really enjoyed was PGR3.

And if EA wants to figure out why the NFS franchise has gone in the dumper, its because we haven't had a real NFS since Hot Pursuit 2 back in what 2002? While I see the appeal in the more recent ones, they just aren't NFS for me (they weren't bad games), and we don't need 5 games that are very similar. Go back and see what made the "real" NFS games fun, update the graphics, give it a good online setup, and you'll sell tons and you'll have people fawning over you fixing the franchise again. Oh and this time, don't screw up the ports.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
If you really want to drive a car, go drive a real car.

A day at the local road course all told runs me a bit over $1K(track time, tires, maintenance etc). That gets me the chance to drive one car over one track. There is a good reason why those of us who love driving also love driving sims. I haven't done too badly on the financial end in life but I'm not even close to being able to afford something like a Veyron, and even if I was, I would be rather loathe to take a corner at 130+ MPH for obvious reasons.

The last racing game that I really enjoyed was PGR3.

Have you tried Mario Kart? In terms of realism it is the closest to PGR3 I can think of(not meant to be demeaning btw, just it is a racer you can pick up and get the controls down instantly- no real learning curve just like PGR).

Kaz has a racing license, he does drive race cars and owns several sports cars.

Heh, he spun his GTR out on the Ring, they had a show about his time in Germany in his GTR on GTTV, they didn't show his spin but had him taking his GTR up to 300KMH on the Autobahn and showed him playing around on the Ring(crappy weather for it though).
 
Mar 11, 2004
23,444
5,852
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Originally posted by: BenSkywalker
If you really want to drive a car, go drive a real car.

A day at the local road course all told runs me a bit over $1K(track time, tires, maintenance etc). That gets me the chance to drive one car over one track. There is a good reason why those of us who love driving also love driving sims. I haven't done too badly on the financial end in life but I'm not even close to being able to afford something like a Veyron, and even if I was, I would be rather loathe to take a corner at 130+ MPH for obvious reasons.

The last racing game that I really enjoyed was PGR3.

Have you tried Mario Kart? In terms of realism it is the closest to PGR3 I can think of(not meant to be demeaning btw, just it is a racer you can pick up and get the controls down instantly- no real learning curve just like PGR).

Kaz has a racing license, he does drive race cars and owns several sports cars.

Heh, he spun his GTR out on the Ring, they had a show about his time in Germany in his GTR on GTTV, they didn't show his spin but had him taking his GTR up to 300KMH on the Autobahn and showed him playing around on the Ring(crappy weather for it though).

A valid point on cost, but we have nothing that even comes close to simulating really driving a car, and to get even as close as we're able to now you're going to spend a bunch (seat, wheel, etc), and it'll never really give you a feel of driving a Veyron. Maybe in the future, but right now there's a lot of feedback that cannot be properly transmitted.

Mario Kart Wii has awful controls, and is nowhere near PGR3. I didn't take offense, but I don't agree that they're anywhere alike. In fact, I'd say Mario Kart has a higher learning curve (especially if you try to mess by steering with the Wii-mote instead of the d-pad/joystick). I'm a bit confused about people talking up the cockpit view, as PGR3 did a great job of it, just that was 4 years ago. I don't doubt this is probably more realistic in that aspect (and in general), but seems like a lot of what PGR did well this game does too. Don't get me wrong, I'm not saying PGR was realistic, but its been one of the better ones at nailing the fun with the visceral feel of racing.

That's the racing game I like, its not super arcadey (which I enjoy and actually feel there's a pretty big dearth of even excessively arcadey racers really worth playing), but it doesn't forego the fun, the whole point of a game for me, for realism.

I agree with you about realism tending to be making the controls seem terrible and the handling unrealistically bad. I felt GT4 was that way (I remember putting racing slicks, lighweight modifications, suspension, spoiler, and adjusting things and the Viper still handled terribly and couldn't even take an easy corner at anything more than a crawling pace). I chalked it up to being obsessed with Burnout 3 not long before that, but I've played it multiple times and it just never felt right to me. It bugged me a lot, as I was big into Gran Turismo (spend an entire summer playing the original, spent Christmas break and plenty of weekends with GT2, and quite a bit of free time to GT3). Probably the reason I was so turned off with Burnout now as well. They don't seem right any more. I can accept, and actually assume its not the games, but rather me that the issue actually lies (I'm just not a huge gamer any more for one).

Just thought about another game that had good sim aspects, but was still enjoyable, Test Drive Le Mans on the Dreamcast.

Hmm, thinking about this, I guess I'm not sure I even had a point. Bleh, I sure wrote a lot considering that as well.
 

Kabob

Lifer
Sep 5, 2004
15,248
0
76
Originally posted by: BenSkywalker
Have you tried Mario Kart? In terms of realism it is the closest to PGR3 I can think of(not meant to be demeaning btw, just it is a racer you can pick up and get the controls down instantly- no real learning curve just like PGR).

I quarrel with that, PGR 3's drifting (for me at least) was just plain tough...I don't think I ever got anything above a bronze medal for drifting.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
A valid point on cost, but we have nothing that even comes close to simulating really driving a car, and to get even as close as we're able to now you're going to spend a bunch (seat, wheel, etc), and it'll never really give you a feel of driving a Veyron. Maybe in the future, but right now there's a lot of feedback that cannot be properly transmitted.

For about $400 you can get yourself a decent seat/wheel setup. Certainly not for the casual racing game enthusiast, but less then I spend on a set of rear tires :p It isn't going to simulate driving a $1.5Million dollar car to be sure, but it's as close as I can get for anything in my price range :)

Mario Kart Wii has awful controls, and is nowhere near PGR3. I didn't take offense, but I don't agree that they're anywhere alike. In fact, I'd say Mario Kart has a higher learning curve (especially if you try to mess by steering with the Wii-mote instead of the d-pad/joystick).

I should have mentioned playing with a WaveBird, and by that I meant that it was just pick up and play. Not realistic at all, but very easy to get in and drive fast if you know how to drive at all.

I agree with you about realism tending to be making the controls seem terrible and the handling unrealistically bad. I felt GT4 was that way (I remember putting racing slicks, lighweight modifications, suspension, spoiler, and adjusting things and the Viper still handled terribly and couldn't even take an easy corner at anything more than a crawling pace). I chalked it up to being obsessed with Burnout 3 not long before that, but I've played it multiple times and it just never felt right to me.

I just did a little test for interests sake, stuck to a controller for all of it. I fired up GT5P using the Pro physics mode with all assists off and did several runs in my Skyline. I then tried the same in Grid. GT5P was FAR easier to keep the car under control, by a staggering amount. In Grid the car would jerk to violent oversteer at the drop of a hat, in GT5P it would fairly heavily understeer in a predictable and controllable fashion(which is what its' real life counterpart does barring something stupid) if you went in a bit too hot. Grid felt like I was driving a go kart with bald tires, GT5P was like I was driving an AWD car with a lot of grip and power. The interesting thing for me in this particular comparison is that GT5P is the sim, Grid the arcade racer. Of course, driving poorly in GT5P- inducing heavy understeer etc, meant I got blown away in the race, while in Grid I could drive with obnoxious oversteer and still win the event fairly easily.

It's been a while since I played GT4, I need to pick up another PS2 as yet another has died on me- but I am curious now to see how it stacks up to the current offerings.

It bugged me a lot, as I was big into Gran Turismo (spend an entire summer playing the original, spent Christmas break and plenty of weekends with GT2, and quite a bit of free time to GT3). Probably the reason I was so turned off with Burnout now as well. They don't seem right any more. I can accept, and actually assume its not the games, but rather me that the issue actually lies (I'm just not a huge gamer any more for one).

If you aren't dropping a lot of time into GT, you really aren't going to get your money's worth out of it. Too much to do, too much money required to get decent cars/progress, too many licenses to acquire. It really takes a huge time investment to really get the enjoyment out of the game(the most 'RPG' like of all the car games in terms of game flow).

Hmm, thinking about this, I guess I'm not sure I even had a point. Bleh, I sure wrote a lot considering that as well.

Thread about racing games, we are discussing racing games, seems to me you were right on topic :)

Never owned TD:LM on the DC, my DC is dead too, and they aren't easy to come by any more. Is that the one that had the old downshift once upshift twice nitrous style boost in it? Remember playing that game at a friends house if that is the one, was fun, but I didn't have a DC at the time.
 

RedRooster

Diamond Member
Sep 14, 2000
6,596
0
76
For a little time waster before Forza 3 comes out, choosing between this and DiRT 2 is going to be pretty tough. If either were $40, I'd be all over it. Might have to wait though.
 

thilanliyan

Lifer
Jun 21, 2005
12,059
2,272
126
Originally posted by: BenSkywalker
Why not rFactor (+mods) or GTR2?

Lousy controls+lousy physics != good sim

Why is it that a Viper taking an easy sweeper at 30mph quarter throttle spins out in GTR2 if I do something funky with the steering wheel? Completely, totally, unrealistic.

Could you explain that situation in a bit more detail? Doing what exactly with the wheel? If the car has enough front-end grip and you shift the weight properly then yes you can make it spin out if you do any violent maneuvers (especially since the race versions, which I assume is what you're talking about in GTR2, would be more stiffly sprung and be less forgiving). It can also depend on how the car is set up (ie. understeer/oversteer/neutral).

I believe the guys at Simbin do actually have access to the cars they have in their games so I don't see why the physics can't be realistic.

GT5P is too forgiving (car reactions are too slow is how I'd describe it) IMO even with pro physics and all the assists turned off...I dunno...maybe I'm too used to rFactor + F1 mods. GT Legends was sorta cool too...you can really feel the lack of grip coupled with huge power in those old cars compared to more modern cars which have loads more grip. As an example have you ever heard that old Porsche 911s can snap into oversteer without much warning...well if you drive the 911s they have in GT Legends you'll get that same type of handling and you can really feel you've got a rearward weight biased car (driving with a wheel with ffb)...so I think Simbin does a decent job.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
Could you explain that situation in a bit more detail? Doing what exactly with the wheel? If the car has enough front-end grip and you shift the weight properly then yes you can make it spin out if you do any violent maneuvers (especially since the race versions, which I assume is what you're talking about in GTR2, would be more stiffly sprung and be less forgiving). It can also depend on how the car is set up (ie. understeer/oversteer/neutral).

Gentle right hand sweeper at 30mph and cut the wheel hard in any direction with very light throttle in second gear. No stomping the gas, no high speed factors, just normal city type driving making race prepped cars spin wildly out of control. In GTR2 it is the race prepped version of the Viper, GTR Evolution has the stock Viper. Either way, either car will understeer in that situation, with almost no lateral force and huge amounts of grip, you aren't going snap oversteer, it is entirely unrealistic.

I believe the guys at Simbin do actually have access to the cars they have in their games so I don't see why the physics can't be realistic.

I don't see why they can't be either, but they aren't. The best way to see for yourself is drive around a track very slow and see what kinds of messed up things the cars do. All of them oversteer too much, race cars tend to be brutal with understeer for numerous reasons(safety being a big one).

GT5P is too forgiving (car reactions are too slow is how I'd describe it)

They respond like street cars, unless you are talking about the Formula Ferrari car which I thought was plenty responsive.

As an example have you ever heard that old Porsche 911s can snap into oversteer without much warning...

Does driving one and experiencing it count? That same sort of behaviour can be seen out of reasonably powerful and up mid engine/RWD cars too, even a few really powerful short wheelbase front engine RWD setups(take an 80s Mustang north of 600hp, they go to 90 degrees at the drop of hat even when you don't mean to if they are setup for drag).

well if you drive the 911s they have in GT Legends you'll get that same type of handling...so I think Simbin does a decent job.

But you get the same sort of behaviour in the Viper, which doesn't exhibit it on the road.
 

Imported

Lifer
Sep 2, 2000
14,679
23
81
Hoping for a demo before I go out and buy it. Could be a nice game to play while waiting for GT5. Atleast it'll put use to the upcoming G27.. :]
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
this game rules, way more fun than pgr, burnout, grid etc..
forza 2 is the only competition for this game
i just got into tier2 and bought an evo X
tier1 i finished it with a maxed out 135
i'm debating on getting a gtr or a z06 for tier3 right now

you never have any $ issues as long as you play thru each event/tier
you should have more than enuf to fully max out the car you buy.
 

thilanliyan

Lifer
Jun 21, 2005
12,059
2,272
126
Originally posted by: BenSkywalker
Either way, either car will understeer in that situation, with almost no lateral force and huge amounts of grip, you aren't going snap oversteer, it is entirely unrealistic.

I wish I had my wheel here to try that out but I don't unfortunately. Also, remember that at low speeds the tires are fairly cold...I distinctly remember that the Lister Storm (from the GTR demo) was a bit of a handful with cold tires but once I had put in a couple of laps there was definitely more grip...I never tried what you describe at slow speeds though.

All of them oversteer too much, race cars tend to be brutal with understeer for numerous reasons(safety being a big one).

I think maybe the setups in GTR2 are to blame then...I know I always preferred a slightly oversteering (or even neutral) setup and changed the setup accordingly (and noticed definite changes in the car's handling). Diff settings had the largest impact for me and was usually the deciding factor on whether the car under or oversteered.
 

Lotheron

Platinum Member
Oct 21, 2002
2,188
4
71
Originally posted by: BenSkywalker


The first NFS(Road&Track Presents Need for Speed) was rather heavily on the sim end of the spectrum for its time.

I loved that game. One of my first console racers that didn't suck on 3DO. There were fmv clips featuring a guy that would react to the ability of your racing. I never laughed more than him saying "You suck more than a hoover with a full bag" the first time my mother picked up the controller. Oh those were the days.