People can complain about how certain reviews are "missing the point" all they'd like, but the fact of the matter is that for the game to succeed on consoles*, it's going to have to impress the casuals. It's going to have to be a good game. No matter how good the physics engine is, if it can't hook and keep regular players, it's unlikely to be a massive success.
The folks that are already fans don't really need to be impressed by it. I also wonder how many of them will really buy the "inferior" console version if they've already got the PC one all tinkered to their personal desires.
I'm completely unsurprised by the elitist attitude some in here are showing towards controller players, and I maintain that's one of the worst aspects of the sim-racing community. Is playing with a wheel more enjoyable/immersive? Yep, absolutely. But the controller folks are still the majority on consoles, and personally, I'd much rather a game be approachable on a pad to encourage casuals to get involved from the beginning. It's certainly a better approach than simply making a game that's predominantly designed around a full on rig setup: you're more likely to get people enjoying themselves and then deciding to upgrade to a more realistic setup. You attract more bees with honey than vinegar...
Our review will probably show up around the time of the North American launch — I've not had as much time with the game as I would like.
* - Succeed being a relative term: we have no idea what Kunos/505's goals are in terms of sales numbers and revenue.