- 110
- Manchester, Pa.
- HEAVYSET_
- HEAVYSET
I was feeling retro and thought I'd give GT2 another try. I remember buying the game a day or so after it came out here in the states, Dec. 26, 1999. I had trouble. Had trouble winning races in Arcade mode and then I tried to gold a couple license tests and was soundly humiliated. It was early in my racing game days and while the likes of EA's NASCAR was rather easy, GT2 put the beatdown on me. I was literally intimidated by that game and never touched it again. Traded, sold, or gave it away, can't remember.
Fast forward to today after a positive experience 100 percenting GT3 many years ago, loving GT4 as my favorite, and dabbling next-gen with GT5: Prologue, I decide to nab a brand new, still wrapped Greatest Hits version of the game, a memory card, and spin it up in my PS2. Hopefully, Sony got a credit of that sale, but after all these years...?
All looked good through the menus but when the wheels started to roll.....Whoa!!! Going back and forth from hi-def gaming to the PS2 for GT3 and GT4 isn't a problem, but GT2 is going to take some getting used to.
I also bought a wheel to use with the game. An Interact Concept 4. This also brand new sealed in box. Hehe, a brand new 11 year old wheel. This has 2 analog modes, Dualshock and NeGcon. The DS mode has a huge deadzone, and while the NeGcon mode is less, The dz is still a little too much.
Searching for knowledge on the net for a possible solution to the deadzone problem only told me PD coded the game with huge deadzone thinking sticks rather than wheels. Fair enough. However, my search also exposed me to another method for playing the game. I won't go into any details about this method as it is frowned upon here a GTP, and I don't condone use of the method unless you own the proper Sony console and official copy of the game. I have a legit GT2 discset and PS2 so thought I would try this method conscience free. My hope and sole reason for trying this other method was thinking I could somehow overcome this deadzone problem with the resources of a PC.
I first tried a wired Xbox 360 pad with this new method. The game looked and performed great. With another setup program, I was even able to get analog use with the triggers. I was winning races on Hard dif in Arcade mode in no time. Guess the years of experience since those fateful license failures paid off.
Next I tried my old Logitech MOMO force wheel. This worked after trying various combos of methods, but at the expense of choppy graphics. I'll stick with the 360 pad. I prefer it 10-1 over any PS pad.
So, I needed today's tech to enjoy that of yesteryear. Going forward to go back.
What about the Concept 4? I'm using it with my old Xbox via a Dualshock to Xbox adapter. Works great and there isn't any ridiculous deadzone to overcome. Go figure. Always wanted a wheel for that system. Now, all these years later by default of poor performance with GT2, I have one.
Loving GT2 by the way. I originally got the notion to go back because I love PD created tracks and found out there were some in GT2 that weren't in GT3 and GT4. Had to try them out! And those nasty license tests that buried me before, I golded them first try! Onward, upward, and backward!
Fast forward to today after a positive experience 100 percenting GT3 many years ago, loving GT4 as my favorite, and dabbling next-gen with GT5: Prologue, I decide to nab a brand new, still wrapped Greatest Hits version of the game, a memory card, and spin it up in my PS2. Hopefully, Sony got a credit of that sale, but after all these years...?
All looked good through the menus but when the wheels started to roll.....Whoa!!! Going back and forth from hi-def gaming to the PS2 for GT3 and GT4 isn't a problem, but GT2 is going to take some getting used to.
I also bought a wheel to use with the game. An Interact Concept 4. This also brand new sealed in box. Hehe, a brand new 11 year old wheel. This has 2 analog modes, Dualshock and NeGcon. The DS mode has a huge deadzone, and while the NeGcon mode is less, The dz is still a little too much.
Searching for knowledge on the net for a possible solution to the deadzone problem only told me PD coded the game with huge deadzone thinking sticks rather than wheels. Fair enough. However, my search also exposed me to another method for playing the game. I won't go into any details about this method as it is frowned upon here a GTP, and I don't condone use of the method unless you own the proper Sony console and official copy of the game. I have a legit GT2 discset and PS2 so thought I would try this method conscience free. My hope and sole reason for trying this other method was thinking I could somehow overcome this deadzone problem with the resources of a PC.
I first tried a wired Xbox 360 pad with this new method. The game looked and performed great. With another setup program, I was even able to get analog use with the triggers. I was winning races on Hard dif in Arcade mode in no time. Guess the years of experience since those fateful license failures paid off.
Next I tried my old Logitech MOMO force wheel. This worked after trying various combos of methods, but at the expense of choppy graphics. I'll stick with the 360 pad. I prefer it 10-1 over any PS pad.
So, I needed today's tech to enjoy that of yesteryear. Going forward to go back.
What about the Concept 4? I'm using it with my old Xbox via a Dualshock to Xbox adapter. Works great and there isn't any ridiculous deadzone to overcome. Go figure. Always wanted a wheel for that system. Now, all these years later by default of poor performance with GT2, I have one.
Loving GT2 by the way. I originally got the notion to go back because I love PD created tracks and found out there were some in GT2 that weren't in GT3 and GT4. Had to try them out! And those nasty license tests that buried me before, I golded them first try! Onward, upward, and backward!
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