^ Need for Speed Shift ^

In GT and Forza the car won't dart from side to side like that even at low speeds with slicks and a stiff setup. It's just not a natural way for a car to behave.

I concede your point about other physics modes though, maybe Pro mode will be much better.

even with the sens set high? next time i fire up gt i'll give the pad a quick go
 
I'm not trying to make your comments fit anything, it's a natural assumption to assume that somebody is talking about realism when they say 'the handling and weight looks right' in a game that is being touted as a sim. So what exactly did you mean by 'right'? :confused:

And EA have touted Shift as a simulator since it was first mentioned. How you have missed that is beyond me :/

firstly im not singling you out nor is it my intention to derail things, ill try to explain my opinion more; when i said the handling and weight look right, i felt taking into consideration how bad the driver was, that the cars movement looked as i expect it too from an arcade point of view.

he/she was doing a time attack session in what to me looked like an arcade mode, now i dont know what setting it was actually being played, but it looked great fun and therefore looked 'right'.

i'd really like to see someone put the game in its highest realsim mode, slap on a G25 and take it for a proper spin . I'm lucky enough to own a G25 and use it for every racing game i can be it GRiD or rFactor. Afterall, racing cars use a steering wheel so naturally this controller will benefit the game more so than a console pad.

when i see people say it doesnt look good or the handling is terrible or that its not realsitic thats fine, but whats the point of making such assumptions before having hands on testing ? i may be wrong and its all garnish over content but im quite enthusiastic from what i keep seeing ...

if the final game fails in delivering realism but has a great arcade mode i'll be happy, but if they can deliver a sort of sim then ill be more happy, i just hope it feels right ;)
 
i'd really like to see someone put the game in its highest realsim mode, slap on a G25 and take it for a proper spin . I'm lucky enough to own a G25 and use it for every racing game i can be it GRiD or rFactor. Afterall, racing cars use a steering wheel so naturally this controller will benefit the game more so than a console pad.

FWIW I play sims on my PC with a wheel (DFP), the reason I was talking about pad inputs is because from the vids he was clearly using a pad.

I happily play GT5p and Forza 2 with a gamepad though, those games do such a good job of translating pad input that it feels perfectly fine without a wheel.
 
lol check out the last rado vid, wtf he has a rear gt spoiler not only on his boot but one framed onto his bonnet. never seen that before
 
lol check out the last rado vid, wtf he has a rear gt spoiler not only on his boot but one framed onto his bonnet. never seen that before

Some F1 cars from the late '60's had similar wings on the front of there cars.

196901grahamhilllotus49.jpg
 
The more I watch videos the more I want to play this. I hope this combines realism physics for handling with games like GTL and LFS with a big EA budget for effects and finishing touches (Crash physics spring to mind first - which LFS is terrible for lol!)

It doesn't appear to be trying to be anything BUT a simulator, thus if the handling is arcadey and crap then this game fails.

We shall see on release!
 
SHIFT looks like GRID to me.
Come to think of it, the titles are sort of similar too.

uh oh please let me be wrong.
 
So what if it is similar to Grid. Grid was awesome and really nice gfx. Im glad theres another game similar to it but with more simulation stuff added to it. (or so they say)
 
The game is being developed by Slightly Mad Studios.

Slightly Mad Studios’ staff formed the core development team on the critically acclaimed and multiple award-winning GTR - FIA GT Racing Game, it’s successor GTR2, and the classic sports car racing game, GT Legends. A selected list being:

Ian Bell – Head Of Development - GTR, GT Legends, GTR 2

Andy Garton – Technical Director - GTR, GT Legends, GTR 2

Stephen Viljoen – Lead Designer/Producer - GTR, GT Legends, GTR 2

Eric Boosman – Art Director - GTR, GT Legends, GTR 2

Doug Arnao – Physics/AI Director - GTR, GT Legends, GTR 2

Jan Frischkorn – Art Lead - GTR, GT Legends, GTR 2

Perran Truran – Lead Vehicle Modeller - GTR, GT Legends, GTR 2

Viktor Kolomiets – Builds / Asset Manager - GTR, GT Legends, GTR 2

Ged Keaveney – Programmer - GT Legends, GTR 2

Steve Dunn – Programmer - GT Legends, GTR 2

Robert Dibley – Programmer - GT Legends, GTR 2

Anders Johansson – Programmer - GT Legends, GTR 2

Iain Wallington – Programmer - GTR 2

Matt Hobbs – Programmer - GTR 2

Vittorio Rapa – Server Side Coder - GT Legends, GTR 2

Stephen Baysted – Sound Director - GTR, GT Legends, GTR 2

Greg Hill – Sound Designer - GTR, GT Legends, GTR 2

Casey Ringley – Vehicle Modeller - GT Legends, GTR 2

Gustavo Olivera – Vehicle Modeller - GTR, GT Legends, GTR 2

Daniel Karlsson – Vehicle Texture Artist - GTR, GT Legends, GTR 2

Bryn Alban – Vehicle Modeller - GTR, GT Legends, GTR 2

Vincent Dambreville – Vehicle Texture Artist - GT Legends, GTR 2

Sven Moll – Track Production/Organics - GT Legends, GTR 2

Andreas Moll – Track Production/Organics - GT Legends, GTR 2

Sean Vollmer – Track Modeller - GTR, GT Legends, GTR 2
 
Nowt wrong with arcade racing games. Doesnt matter if sim or arcade it should be good i reckon. If you want sim then just play LFS tbh.
 
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