Reviews of SuperCar Challenge

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amar212

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Despite I'll be posting my initial review of SCC, I also invite anyone to make it's own review in later posts, and I'll do a linking blow this original post in order to make everything coherent for future readings. Also, links to other reviews are also welcomed, but I invite to to make a visible copyright notice as well as providing an original link to the source.

Thnak you in advance and see you all in Supercar Challenge online race!

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SuperCar Challenge Early Review

Part #1

First of all, I'd like to thanx Chandra from System 3 for all the support in last 6 months and his constant work in order to be in disposal for any kind of issues. In the great final, the retail copy of SCC has finally hit my PS3 and after 3 hours of playing here are early review notes. I'l l be doing this in few parts, in order to make it coherent and have some time to spend with the game. So, if you're interested, keep your eyes on this place. I'll be updating this review with new parts in following days so it can be read fully once finished.

As everyone probably know, SuperCar Challenge is a PS3 exclusive game, successor to Ferrari Challenge Trofeo Pirelli game. Interesting fact is that SCC arrives in around 12 months after first game, being as somewhat controversial move in today industry-praxis.

Reasons for that can be looked to from various perspectives, but in conclusion we got ourselves a new PS3 racer (generally console racer as well) that somehow has a honor to open "2009 Virtual Racing Season" which will bring us some of the most eagerly awaited titles of the genre in the next few months.

Many of us here had also a chance to participate in Beta testing of SCC where some initial impressions were gathered and widely discussed overthere at Euetchnyx's closed beta forums.

And in conclusion, almost 4 months late SuperCar Challenge is finally here. Released over PAL on 4th Sepptember (I really have no idea what will happen with NA/NTSC release, but System 3 semi-officialy have invited NA players to purchase and import PAL since game is region-free and it will allow them online racing) it will bring familiar world conceived in FCTP game, but with some twists. And with some new content to play with.

So, how it is?

It is good.

Is it perfect?

Nothing is perfect.

SuperCar Challenge has its flaws, but it also has its spectacular moments. So, let's start with them.

Physics
With the heritage of FCTP, Supercar Challenge brings us physics model witnessed in previous game. Same kind of load-oversteer, weight-transfer and torque-fight is present in SCC.

To be honest, I really can't say has the physics been upgraded because everything was feeling so familiar from the very first Tutorial Session on Nurb with Tiff Nedells guidance with new recorded voice-guides. And I can say it is more than good. I also have a feeling it is somehow more polished and natural when compared to Beta, but since I do not have Beta code on my PS2 anymore I can't make a final judgment. But, if that means something to anyone - it feels like you're back home to FCTP. And that is a good thing.

I didn't have time to pop-in FCTP disc and make a direct comparation, but next days will certanly bring very much discussion related to SCC physics. So, without going into subjective territory I will conclude that SCC comes with somewhat controversial - but still very challenging physics introduced in FCTP, that can satisfy the needs of hard-core drivers, especially those who drive on their wheels. I'll further discuss physics in the next posts when I'll do my view on the G25 handling, which is most important asset of the game in my book.

Sound
Audio is one of the superb aspects of SCC compared to any of other racers outthere. Great job done in FCTP was expanded, and all of the cars sounds great in final. Zonda, DBR9, Enzo, SLR Stirling Moss, 348 Challenge and diabolic 599FXX have very unique sounds, while your surround set-up will make you smile with every imput on the throttle. Only one who could be unhappy is your people at home, beccuase SCC just begs to be played lound - and then louder. With DTS support - I play on DTS 5.1 setup - SCC truly stands as audio-masterpiece.

Graphics
SCC delivers great improvements in graphics compared to FCTP. Frame rate is now noticably higher, drops in cokpit view are almost non-existant and everything looks much better than in predecestor. However, I have to be honest and note that SCC can`t be compared with AAA production-titles suich as GRID, GT5:P or upcoming Shift, Forza or GT5. Although game does deliver 1080p output, details and overall polish is somewhat below from standards of the competition. But it is very much improved over FCTP, and if you were satisfied with graphics of FCTP, you`ll have no problem in accepting graphics of SCC. And because we all know graphics are not most important part of racing games, in conclusion we can give passing grades for SCC visual component. I also have to say that new color-gamma - which get rid off "next-gen-yellow-filter" - looks more natural and all courses now look better.

Cokpit-view now offers two views, far and close - which we know from Beta -but after some playing I got back to far view because close view takes away too many FOW. Old bug in speed-tach displays - which is still there - does not irritate much, but it could be a problem when you decide to race with HUD off (which ia also one of the trophies/achevements of the game). HOwever, RPM tach works fine and that is only important in my book.

Cars and damage
SCC brings us 44 supercars, but majority of cars are Ferrari models from FCTP game. Lamborghinis have dissapered from the game, and 2 new inclusions are SLR SM and 599FXX. All cars can sustain visual damage, with broken chasis parts, windows, scratches on bodywork and dents, but there is no mechanical damage. However, damage is shown as percentage in some modes and damaging a car over 75% leads to disqualification.

In the next post I'll post details regarding cars, tracks, game design, gameplay structure and online.

In the meantime feel free to pop any question.

Part #2

I am so busy these days that I almost had no time to play, and especially no time for writing anything consistent :)

And since release date is tomorrow, I am just going to do a quick sum-up and overview of the most important parts and conclude everything. I hope from tomorrow on we'll get much more oppinions of other playeres here.

So, about the G25:

I have just discovered a whole new world. I was keeping my wheel settings as in Ferrari Challenge - steering: low, pedals: low, force feedback: medium. And then something completely different happened - I've chaned my settings to steering: high, pedals: medium, force feedback: high just to see what will happen - and from that moment onward I completely fell in love with this game. First of all, dead-zone is now almost non-existant, while overall handling is much smoother. With going into full subjective territory I can say that SCC suddenly became legendary F355 Challenge Arcade Cabinet.

Even I have to admit SCC still have the same handling issues as FCC - "corner tracking" still persists (when you go into the corner and loose force feedback due to understeer, game somehow "rails" the car out of the corner by itself, getting you into control when FF effect is applied again - hard to explain, but FCTP players will know the deal) and fine manouvering (such as in GT5P) is just out of question, SCC remains a very pleasurable game for all wheel-drivers.

Expect the same handling witnessed in FCTP, but made much smoother and more hard-core. In other words: you're just going to love the way you do Mugello laps with F348 Challenge. It is love at the first sight.

Game Structure

SCC features a much more interesting SP modes than in FCTP, and game has a great deal of different achievements that can be collected throughout the game, together with PS3 Trophies. If I did a good numbering, there are 4 different types of collectibles, ranging from in-game trophies for Tournament mode, separate batch of PS3 Trophies, in-game achievements in Challenge mode and fourth one I can't remember now. In short, you'll do lots of driving - and for collecting all Tournament trophies you'll have to do familiar 3-races format with every of 44 available cars, which can't be done fast.

There are Quick Race mode, Arcade mode (4 tiers as usual), new SuperCar Challenge mode with 5 tiers and interesting structure of sub-achievements, Tournament mode (all 44 cars on 3 tracks) and Tutorial mode for all 16 tracks, with Tiff Nedel and separate achivements as well. So, lots to do.

Online is usual - LAN and Online, create, join and invite to race, in-game chat is stil there (thank you Eutechnyx) while all the rooms I wisited tonight (and there was plethora of them I have to admit) had racing-line on and all assists on. So, I just came back to SP mode in await of this weekend :)

Game structure also have a new thing - Race Points (RP) system - that you collect in Challenge mode - and those unlocks a new cars or tracks. However, I presume that many of locked cars and tracks can be also unlocked by playing other modes, as it was in FCTP.

BTW Misano track is now reverse, as far as Time Trial session is concerned. Don't ask why, but we'll just have to learn to live with the new layout I guess.

For the End

In conclusion I have to say that SCC is a great step forward for Eutechnyx/System 3 and their "Challenge" series. Although many FCTP players could find SCC lacking a true new content when compared to their previous purchase, I have to admit that SCC deservers a place in their collection just because it fixes almost all of the technical issues of FCTP while bringing improved handling, looks of the tracks, new lightning, few new cars, new SP challenges to play with and same fierce AI we know from last game, toghether with upgraded online support.

SCC maybe does not have graphics on standard of upcoming competition, nor it has overall polish of menus, presentation or variety of content or licenses, but it have the best rooster of Ferrari cars ever sen in a videogame, it has unique and controversial but in the same time recognizable handling/physics model made to meet the demands of wheel-hard-core players and it have the best rain-racing ever seen and felt in racing genre on consoles (PGR series is out of the comparison because it is arcade racer).

I know that next days will bring upon us a plethora of opinions, comments and discussion regarding SuperCar Challenge, but in the end this game does one very important thing - it establishes "Challenge" series in the genre where many newcomers in past years have failed. Like I said in the beginning, SCC is far from being a perfect racing-game, but there is no perfect racing game.

Simulation genre is and always will be strictly subjective one, where some will praise same others will hate. But in such genre, I'm certain that Supercar Challenge will certanlly find many players who will find its positive aspects much more important than negative ones. And in the end, it is the most important thing of all.
 
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Nice! Thx Amar, I'll keep visiting for more info! 👍

Personally, I'm mostly interested in how the physics of the final build compare with FCTP (and with SCC Beta)
 
Nice write up Amar. Keep the goods coming.

Track list would be most excellent and name those fictional tracks too, please.

Oh...and how did you get the Stirling Moss Mercedes and the 599FXX?
 
Wow, what a superb review - articulate, to the point, critical but balanced. Of course, I haven't played the full game, but this review is pretty much how I picture my upcoming 10 Reasons vs. GT5. ;)
 
Wow, what a superb review - articulate, to the point, critical but balanced. Of course, I haven't played the full game, but this review is pretty much how I picture my upcoming 10 Reasons vs. GT5. ;)

:lol: I think you will be spending more time arguing with people in those threads than playing games Biggles!
I think you will have a harder time coming up with those 10 reasons with the full GT5.....
 
Well, I'm hoping that GT5 is a much better game than FC or SCC, but if it isn't you can count on the GT5 fanboys coming up with all kinds of reasons why KY doesn't want proper damage, or decent AI, or realistic races, or responsive FFB etc. etc. because that's not GT! :rolleyes:

I just think that's a very fair review of SCC - it doesn't expect it to have class-leading graphics, criticizes its shortcomings & praises its strengths. All in all seems very fair to me.
 
Hmm, I think it overlooks a few things though. It doesn't really question whether its a worthwhile sequel to Ferrari Challenge for those who already own FC. For me it isn't, its not worth full price anyway or at least it doesn't interest me enough when certain other games are close to release now. FC was a good stop gap but SCC doesn't look enough of an upgrade to justify purchase for me.

But yeah, its a fair review other than that.
 
Hmm, I think it overlooks a few things though. It doesn't really question whether its a worthwhile sequel to Ferrari Challenge for those who already own FC. For me it isn't, its not worth full price anyway or at least it doesn't interest me enough when certain other games are close to release now. FC was a good stop gap but SCC doesn't look enough of an upgrade to justify purchase for me.

Yeah, I agree. I still they made a big mistake not updating/adding to FC instead of working on SCC. I'm not sure I'll be getting it, especially if SHIFT turns out well. The problem is SCC will split the already slim online participation in FC into two different games.
 
To be honest I'm still on the fence about SCC. I would like to get but according to the review you need a wheel to get maximum enjoyment and I don't have a wheel. Also it seems like more of upgrade than a completely new game. Then there's the question of NA release date if there is one. I also wonder are they going to support it DLC. Right now I'm leaning more towards SHIFT as some of the others have said also.
 
Yep I'll probubley pick it up, but at a later date. IL-2 hits on friday, then Shift 2 weeks later, plus shift demo is due very soon (fingers crossed) after that theres a 3 week gap till operation flashpoint hits, were then into GT5 teritory! Will probubley pick up SCC before GT5 if theres a long gap between OFP2 and if Shift isn't delivering online. For me they left it too late releasing it, far more tempting titles around and with limited time to play them SCC wouldn't get a look in. The car and track list also seems a bit lacking for those of us with FC, to be honest everything in SCC should have been made available as DLC for FC, but thats just my opinion.
 
Wow that doesnt sound good... OPM gives a 5/10 for SCC...

The worst thing for me is the "only optical damage" thing... thats crap...
 
Wow that doesnt sound good... OPM gives a 5/10 for SCC...

You can't judge SCC from the POW of mainstream media.

SCC is clearly not a aminstream game, no matter how hard S3 promote it that way.

It is strictly a hard-core game IMO, everything it delivers is aimed at hardcore, thus mainstream can't "understand" all of SCC positive aspects which will be praised by hard-core.

Same happened with FCTP, so it is normal.
 
@amar: Exactly! It´s a hardcore simulation with an almost perfect weight-transfer-system that you may not get in games like Shift or GT5! That´s where the game has it´s right to exist and that´s what makes it so special.

I would love to write more about it, but my copy still hasn´t arrived. It left Eutechnyx last Thursday via air-mail (just like amar´s Version did), but it never was delivered.

And Dave (from Eutechnyx) is on vacation :-(

So: No Chance for me to tell give impressions based on the final game! Sorry!
 
Well at least yours is 'on the way'. Game still has mine in "pre-order" status. ;)
 
Nice reviews from Amar and VVV... I'm going to wait til Friday and hopefully it will be waiting or me at the game store ;)
 
I think that mine "got lost" on the way! Dave mailed me and asked Arwen Duddington from Eutechnyx to mail me the tracking number of the parcel. But for some unknown reason she didn´t!?

She just mailed me and told me to wait "some more days":indiff:

Thx!!!
 
Yeah, I agree. I still they made a big mistake not updating/adding to FC instead of working on SCC. I'm not sure I'll be getting it, especially if SHIFT turns out well. The problem is SCC will split the already slim online participation in FC into two different games.

I agree. I like FC but am not sure I want to go out and buy SCC unless they are going to support it more and start delivering DLC and fixes. I appreciate that rolling out these things for FC turned out to be harder than they though, but I'm inclined to hold off until I can see if they've improved.

I liked the beta but it wasn't night and day better than FC, so another reason not to hurry.

On the GT5 v SCC subject: For me they are very different games so I'll almost certainly get both eventually.
 
I just need to know if they finally killed the steering assist for pad users.
If its still in i wont buy it.
 
You can't judge SCC from the POW of mainstream media.

SCC is clearly not a aminstream game, no matter how hard S3 promote it that way.

It is strictly a hard-core game IMO, everything it delivers is aimed at hardcore, thus mainstream can't "understand" all of SCC positive aspects which will be praised by hard-core.

Same happened with FCTP, so it is normal.

Ok thanks for info Amar! Im still not sure to buy it or not...

How is the single player mode? thats more important for me than online (till I finished the SP,then MP will get important)...
 
The steering assist for pad use is still there, I think this is one of the reasons pad users are quicker than wheel users and why the cars seem to (they dont it's the auto steer) understeer more with the pad. But in context SCC should realy be played with a wheel for the best experience.
 
Amar, how is the AI. The FC AI could be overly aggressive trying to block you or try to hard to protect the inside line. That could be comical if you were approaching them at the right time. Sometimes it would appear that they were getting out of your way (trying to protect the inside) and then they'd slow down to much for the corner allowing you to make an easy outside pass.
 
The steering assist for pad use is still there, I think this is one of the reasons pad users are quicker than wheel users and why the cars seem to (they dont it's the auto steer) understeer more with the pad. But in context SCC should realy be played with a wheel for the best experience.
Yeah, great for handicapped people like me. 👎
I can play GTL, GTR, LFS and rFactor on PC without problems with my Dual Shock 2 and these shouldnt be played with a wheel or what?

Gosh, at least i will now get some freespace back from the Beta file.
 
I'm sick to death of people saying that pad users are only fast because of certain technicalities. For example, SEGEL and i think mingoturbo both use pads and are very quick and consistent. They take excellent lines, have good turn-in and braking points and rarely make mistakes. So surely that's what counts when racing. If the pad was such an advantage, all of the pad users would be top of the leaderboards.
 
Sarrinen, no one is fast because of technicalities. However, I only know one guy that can, with a wheel, battle consistently for top position in laptimes (PiotrB).


Why is that? Maybe because FC forces wheel players to play with extreme settings (FFB to max) or face an unbearable deadzone. And that has a very noticeable consequence: It is very hard to anticipate and compensate all the many "kicks" and "twists" the wheel gives you (when driving on the limit). In FC - with a wheel - smooth, precise driving like we can do in GT5P is almost impossible.



PS - I'm still waiting for Zedux (that was going to return to "wheel playing") to tell us his findings.
 
All I said was "This fish is good enough for gehova"
I simply ment the wheel gives you a better experience, it adds FFB into the mix, something which gives you a greater feel of the car and something you can't get through the pad. As for the pad being quicker, it's been discused many times on FC threads and SCC threads, and my opinion and the opinions of many others, backed by many hours playing FC and SCC beta online is that the pad on certain tracks is much quicker (twisty tracks) and slightly quicker on others (sweeping tracks)
Now back to the stoneing, "are there any woemen here?"
 
So now we start hearing complaints from FEDFECPU members (Federation of Disgruntled Ferrari Challenge Pad Users). :grumpy:

I think it must be very difficult to create any racing game that is truly fairly balanced for wheel users & pad users. I have had lots of great race series with pad users in FC & there's no question that it requires a lot of skill & practice to be able to run fast in FC with a pad. I'm thankful that there are those skilful pad drivers out there to provide competition, because without them, there would be even fewer racers online. But I do get the impression that once you have attained that level of skill, for whatever reason, it's possible to run a little faster, more concsistently than a wheel driver (especially on some of the tracks).

Yes, PiotrB is the fastest (known) wheel driver I've come across in FC, but other than my regular racing buddays, I'm not sure which other drivers at the top of the leaderboards are wheel drivers.

Perhaps we can all get together & buy sarrinen & SEGEL wheels, so that we can really test this out. All I can say at this point is that my old racing budday RS seems to have suffered a nervous breakdown after switching to a wheel & appears to have retired from the racing scene altogether... :(
 
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