Many Shift2 questions, answered

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dukie827
I've been reading on the forums here and people seem to have some doubts about the upcoming Shift 2 Unleashed. Well, here are some commonly asked questions from real people on Speedhunters. The man answering the questions was working alongside Slightly Mad Studios when creating Shift 2 Unleashed. I hope these two links will help answer some of your questions and doubts about the game. It has for me.

Part 1:
http://speedhunters.com/archive/2011/03/07/shift2-unleashed-gt-gt-frequently-asked-questions.aspx

Part 2:
http://speedhunters.com/archive/2011/03/16/shift2-unleashed-more-q-and-a-plus-some-nissans.aspx
 
Thanks for the link it was a good read. They are talking about realism and realistic physics. Sounds good, I don't think they are marketing BS at this stage. Seems Shift 2 is going to be the real deal we are waiting for.


EDIT:
DLC though? Need some more oldschool cars!
Hi Douglas. We have not announced our DLC plans just yet, but I can say that we have some amazing addons almost ready to go for SHIFT2 UNLEASHED
LOL they are admitting the DLC is almost ready... (to rip off some more money from us :D )

So how does the painting work? Pre-determined liveries or what?
Hi Darve. Each car comes with a group of preset race liveries along with a set of preset colours. Additionally, one can paint the car or the individual body parts with a full range of custom colours and paint types including Gloss, Metallic, Candy, Pearlescent, Chrome, Matte and Flip (twin colour).You can also make your own custom race livery too. And YES the logos and layouts can be mirrored from one side of the car to the other along with new controls for sizing and placement. You can also determine if the stickers/vinyls are matte or gloss finished for tone on tone effects.
great! 👍
 
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You guys, no I'm wondering. If they have F1 in the game I'll get it (love driving the Formula cars at the Nurburgring). I dont know, is this the game in its testing phase or some funky add on???

 
It's an addon car for the PC version.

ahh yes, I remember doing that with Microsoft flight sim. I'm not going to lay down 60 bucks on it then, not the cars I want. I really like the open wheel cars, F3, GP-2, F1, Indy, etc. There's not many games out there where you can race those. Stupid licensing. :(
 
I'd give it six months if I was you. You'll probably be able to pick up a copy cheap by then, and the modders will likely have gotten into it and either made some open wheelers or ported them from another game. I imagine that somewhere in the great wilderness of the internet will be someone who shares your passion for open wheelers, but has the technical know-how to make it a reality in the game.
 
Questions-

Why no pit stops?

-Pitting involves a lot of things, tire changes, damage repair, fuel loads, player interaction or sometimes non-interaction. Basically it boils down to this, if they couldn’t get it all just right and perfect, they weren’t going to do it all.

Is tire degradation in or not?
-Yes it is. There’s been misinformation online about this. Someone interviewed Andy in the past and the way the question was phrased, it involved replacing worn tires through pitting. Andy said no, referring to the pitting in, and bam, no tire wear reported online.


So then how does tire wear work with no pitting in?
-Tire wear is based on the number of laps of the race. There’s more grip near the start after they're up to temp, and then it’s timed to wear down through the race. If you do a long endurance race, it’s adjusted accordingly to wear through the duration.


Will track debris and marbles affect grip?
-Yes, they most certainly do. They do affect the tires and make the car feel more unresponsive.

Are Practice and Qualifying sessions included?
-No

Some FIA GT tracks are missing. Why?
-Track licensing is difficult, plain and simple. Track development takes a long time, and in some cases they had to predict if a particular course may be dropped from the next season. But it essentially comes down to money and time. Some tracks are very difficult to license.

Will we get the rest by DLC?
-Who knows, can’t say right now.

Have some tracks been widened (for example Bathurst)? What’s the reasoning?
-The tracks have not been widened. CAD data is used and they use driver feedback for any modifications, mostly by “feel”. They’ll change the elevation of a section or turn. In the case of Bathurst, areas where 3 cars can fit door to door on the track, it’s the same in the game. They also have to take what they’ve built back to the track organizations for approval.

What is the relationship between EA and Ferrari?
-Sony has the license for their exclusives, MS has it for theirs. EA’s relationship with them is just fine contrary to all the internet rumors. It’s just hard to work our licensing right now.


Will DLC be available for PC?
-No. There’s not really a good way of supporting it.

What’s your opinions or stance of people modding it on PC?
- Most of SMS started as modders. While they can’t officially support it, they aren’t going to be hypocrites and stop it. They do however watch and follow the mods closely.

How different are the underlying physics of Shift 2?
-It’s based on the same engine, but it has undergone tons of overhauls, from the physics, to the lighting, tire modeling, to supporting night racing, etc.

Will racing and drifting use the same engine this time?
-Yes. Shift 1 did use different handling models for the two modes. This time, it’s the same, based entirely on how you tune and setup the car.

Are the body mods different this time, down to individual parts or packages like Shift 1?
-Based on packages again.

(Already answered) How many garage slots are there?
-There are no slots now. You can fill it with any cars you like. And you can have multiples of the same model. That’s handy for one model with 3 different setups or in various stage of upgrades in different classes.

Are there any racing rules or flags this time?
-It’s the exact same as Shift 1. No flags. No driving backwards, like 1, you get 5 sec. Also, no penalties or flags for aggressive behavior/hitting other cars.

Have there been any changes to the photomode?
- Yes, it’s been beefed up. There are more options for camera angles, panning, spinning, tilting. You can also take photos in your garage, and in replays. It's still not as complex as Forza though.

Can you elaborate on multimedia sharing?
-Both Photos and replay videos (SP and MP) can be uploaded and shared in a gallery. Your friends can now “Like” them, and on PS3, videos can be uploaded to youtube.

Why so few classic cars?
-Licensing, and car choice for the direction of the game.

Any classic cars for DLC in the future?
-Can’t answer right now.

Were new sounds recorded, or were they recycled from Shift 1?
-Some new sounds were recorded. Sounds are also modification specific, changing with upgrades. People should realize that for some trailers and leaked videos, the builds were older, the cars may not have been finished, and there’s no telling what upgrades were applied.

Can collisions be adjusted on or off online?
-No. Collisions happen in real racing, they’ll happen in races in the game. And there’s a conscious reason there’s no rewind button. You have to deal with the consequences of crashing in a race.

Will there be more rewards based on settings online (elite mode, cockpit, etc)?
-No. And there are no options to lock the aids used. There is an options to lock to helmet cam or cockpit though.

Can you talk about some of the online modes included this time?
-In addition to Race, Drift, & Time attack,
-Driver Duel- a get to the top of the mountain type game. You keep going until you get beat, and now, you can invite friends to join.
-Catch Up Pack- A cat and mouse type with multiple slower mice cars.
-Catch Up Duel- Classic matchups, old models versus new. The older models get a head start.
Matchmaking is also based on recorded data and player trends. If you're the type of player to smash into people non-stop, you’ll be matched up with players who do the same. If you race clean, you’ll be matched with more clean racers.

Are all cars able to be tuned this time?
-Yes. And all cars can be converted to Works models.

Are there drivetrain conversions?
-No, engine swaps are in, but no drivetrain conversions.

What changes have you made to the AI?
-The AI is adaptive now, it adjusts to your level of skill based on data. Think of it as similar to final fantasy, as you get stronger, the monsters do too. If you are losing a lot, the AI is scaled back to match. The AI also have unique personalities now too.

Are all cars unlocked for Quick Race?
-No, you get one car per class and no FIA GT cars. Those need to be unlocked, and you need to buy cars to fill your garage for more cars to use in Quick Race.

Is there a clutch?
-Yes, for wheels. Not supported on gamepads.

Is there an increased realism as far as track details, i.e. less billboards, fairgrounds, and extra stuff added to the track sides?
-Yes, extraneous things have definitley been dialed back. There’s a focus and direction for more authenticity. I did confirm this. The track sides look much better than Shift 1 (Spa especially).

Can you talk about XP? How does this relate to precision or aggression?
-You gain XP through every action. The meters of Aggression vs. Precision have been removed, but there is a system behind the scenes collecting this data at all times. You also gain XP through the Autolog challenges.

Will you support online competitions?
-Yes, Hot laps, Game with Devs, Game with Fame, Autolog challenges, and Photomode competitions.

Does this include more community engagement beyond Autolog such as in Forza's community i.e. gifting tunes, paints, cars etc?

-No, you can’t gift paints, cars, or tunings.

The car dynamics in collisions were game inhibiting and far too often when against AI cars, is this something that has been looked at/changed?

-Andy said the cars have been more grounded. In testing out the game, I found you don’t go flying at simple bumps from the AI now, you can recover. They will shunt you right off however, if you cut in front of their line and slow down too much. They’ll try to stop, but most likely hit you.

Can you flash you headlights to intimidate drivers?
-No, I couldn’t find a high beams options for night driving.

The big one- On the scale of Sim vs. Arcade games, how would you rate this game?
-Andy said with the first game, it was in the middle of the scale, you’ve got Ridge Racer, PGR, then Forza and GT. Shift was right in the middle. This one is much closer to Forza and GT, the focus is on more sim and authenticity.
 
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So then how does tire wear work with no pitting in?
-Tire wear is based on the number of laps of the race. There’s more grip near the start after they're up to temp, and then it’s timed to wear down through the race. If you do a long endurance race, it’s adjusted accordingly to wear through the duration.

Are Practice and Qualifying sessions included?
-No

Why so few classic cars?
-Licensing, and car choice for the direction of the game.

Will there be more rewards based on settings online (elite mode, cockpit, etc)?
-No. And there are no options to lock the aids used. There is an options to lock to helmet cam or cockpit though.

Does this include more community engagement beyond Autolog such as in Forza's community i.e. gifting tunes, paints, cars etc?
-No, you can’t gift paints, cars, or tunings.

The big one- On the scale of Sim vs. Arcade games, how would you rate this game?
-Andy said with the first game, it was in the middle of the scale, you’ve got Ridge Racer, PGR, then Forza and GT. Shift was right in the middle. This one is much closer to Forza and GT, the focus is on more sim and authenticity.

I am disappointed with these answers. When it comes to physics, it seems as if Shift will be a PGR/GT hybrid once again.:indiff:
 
One good thing Max, you've saved some money mate.

I still might buy it, but man, why didn't they make an option for turning off assists? I will avoid online play over that if I do indeed pick it up.

I am seriously starting to doubt on whether any console racing game can pull everything off. Forza 3, GT5, and now it seems Shift 2 have all fallen short of the mark in some way or another in my book.
 
Does this include more community engagement beyond Autolog such as in Forza's community i.e. gifting tunes, paints, cars etc?
-No, you can’t gift paints, cars, or tunings.

Damn this is a big bad one.
Not now that I was getting use to cheating/exploiting those features :dopey:
 
Really depends on wether assist make you faster.

GT5 SRF is against the norm in my opinion.
As long as the non assist guys can go faster than the assist guys I'm all over it.

Why not? Let them have there stabilisers lol.

If it's like GT5 in that the assist guys are smoking non assist guys. Then I'm afraid online is broken.......
 
Really depends on wether assist make you faster.

GT5 SRF is against the norm in my opinion.
As long as the non assist guys can go faster than the assist guys I'm all over it.

Why not? Let them have there stabilisers lol.

If it's like GT5 in that the assist guys are smoking non assist guys. Then I'm afraid online is broken.......

Unfortunatly its not just GT5... F1 2010 was that way also.
 
tribolik
Unfortunatly its not just GT5... F1 2010 was that way also.

Strange one that.
Leaderboards consisted of both assisted and non assisted.

I agree segregation is needed though.
 
F1 2010 was somewhat understandable. It's a game about driving horrendously fast and edgy cars. Segregation can sometimes lead to people feeling as though they're forced to play with assists off to get a decent race. If you're forced into assists off in an F1 car, in the rain, on a controller, it's pretty ****ing difficult to drive.

I think it'd be nice to be able to switch them off in private rooms, enforcing rules for private leagues or the like. But I can definitely see arguments for not allowing public rooms to discriminate by assists. It makes it more difficult for people to find games, and it really doesn't make the games any better when you're being matched up with random strangers anyway.

All assuming that assists don't make you faster of course. The moment you introduce an SRF level assist that subtracts two seconds a lap it all goes out the window.
 
F1 2010 was somewhat understandable. It's a game about driving horrendously fast and edgy cars. Segregation can sometimes lead to people feeling as though they're forced to play with assists off to get a decent race. If you're forced into assists off in an F1 car, in the rain, on a controller, it's pretty ****ing difficult to drive.

It works both ways really... I saw the leaderboards in the beggining and all top times had TC on. so I was lead to beleave that I had to play with TC on to be competitive. fortunatly I dont give a duck to leaderboards because I know that Im no Senna and I play for clean fun... and because I have a wheel I find it more fun and challenging to play with no assists.

why cant there be a global leaderboard and two distinc ones - one with all the times and one with assists and another with no assists?
 
tribolik, you found my write up and Q&A. I finished the rest this morning and added some notes on features and personal impressions.

I was at the event with Jordan. I had a great time, and it was really nice to meet him, just hang out and talk about racing with him after the sessions. He has my upmost respect.

If you guys are interested, here's the link to the rest.

http://www.forzacentral.com/forum/content/248-shift-2-dev-q-hands-ea-community-days-guildrod-uk.html


Is it overall improved from Shift 1? Yes.
Are the physics better than 1? Yes.
Are they on par with FM or GT? IMO, No. Not yet, but closer.

Thanks for the quick summary. Now while I read everything you had to say, I appreciate you summing it up in simple yes and no answers.

If you go into it realizing it’s not a hardcore sim, you’ll probably have a good time with it.

I think that might be the key for whether or not an individual enjoys this game. You might have talked me into it.
 
I am disappointed with these answers. When it comes to physics, it seems as if Shift will be a PGR/GT hybrid once again.:indiff:

No it won't, if you read what is written.

On the scale of Sim vs. Arcade games, how would you rate this game?

Andy said with the first game (Shift 1) , it was in the middle of the scale, you’ve got Ridge Racer, PGR, then Forza and GT. Shift was right in the middle.

This one (i.e Shift 2) is much closer to Forza and GT, the focus is on more sim and authenticity"
 
about what I am expecting too, about a 8 out of 10 in terms of sim scale would be sufficient.

Yeah, really GT4/forza1 physics/handling would be good enough for me. They're half a decade old, and weren't exactly the top of the sim scale at the time either, so it doesn't seem a hugely high goal to hit--but they were both very drivable. It seems like there is a nicely polished game here with shift 2, I'd just like the hands-on impressions to start reassuring me that that I'll actually be getting a GT4+ handling game, since (I feel) shift1 really bodged things for wheel users.

So there have been a couple online reports from folks who went to the community events, but none were really from close enough to my perspective. Any chance of hearing from the our admin on his impressions, or have I somehow missed them in other posts?

I guess I'm in no huge hurry, since I can preorder at any time until release, but some time in here I'd like to get some wheel impressions.
 
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reaperman, I totally understand where you're coming from. I stuck to to the gamepads to have a good comparison since I don't have a wheel for the 360.

Jordan spent his whole time with the game on the wheel. He did have some settings issues to overcome though, it wouldn't save the settings.

Hopefully he should be back soon to post some impressions and talk about the trip. He stayed a few days extra to tour the McLaren plant in Woking and spend some time in London....
Lucky bum!
:dopey:
 
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