Shift 2, final verdict...

  • Thread starter Coldon66
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I love seeing an AI opponent in Shift 2 dive up the inside to overtake me if I break a bit early, only for me to overtake them again on the straight because they were back on the gas too late :)

Ah the old switchback, sadly you don't see much of that in GT5...
 
Oh and one thing that really annoys me is that NFS doesn't even know a Porsche basic principal - whatever the 0-60mph time is of any Porsche, the braking time must be at least half of that 60-0mph.

Braking time? I've only ever seen it measured in distance.

The 2008 GT2 went 0-60 in 3.3 seconds and had a 60-0 braking distance of 98 feet.

Are you sure this the car can brake 60-0 in 1.65?. I would assume braking time would be @ 3 seconds, perhaps a bit less.
 
I was messing with the steering wheel settings and I think a lot of guys have their Steering lock turned too far up.

I have mine set at 300* and have never really experienced the steering lag, or whatever it is that guys are complaining about. But when I turned it up, even to 400* the game did become undrivable and laggy.

What's the main steering lock setting the guys that are having trouble on?
 
It would have been a great racing game if the cars drove like they should with my G27. It'll be on my shelf for awhile...back to GT5 then FM4 in the fall:)
 
brambos
While GT5 is a pretty good physics model and a bunch of car models on a Blu-ray disc, Shift succeeds at being a pretty good *game* ... You know... Something people do for fun, and which doesn't feel like a serious dayjob. That's where GT5 fails miserably.

Fun!?? I have had nothing but the biggest frustration in shift 2. I agree with the op, i will never put this game back into my ps3, unless they fix it with a patch, to stop all the sliding.
 
Fun!?? I have had nothing but the biggest frustration in shift 2. I agree with the op, i will never put this game back into my ps3, unless they fix it with a patch, to stop all the sliding.

Your loss. And you must be doing something wrong because *many* people are having a blast with this game - not just me.

And the controls are fine once you get over yourself and enable some assists.

https://www.gtplanet.net/forum/showthread.php?t=198122

👍
 
JGW
Braking time? I've only ever seen it measured in distance.

The 2008 GT2 went 0-60 in 3.3 seconds and had a 60-0 braking distance of 98 feet.

Are you sure this the car can brake 60-0 in 1.65?. I would assume braking time would be @ 3 seconds, perhaps a bit less.

For the UK version at least of this game - the car lot expresses 0-100 and 100-0 (km not miles per hour - even though I have specified imperial units - another bug!) times in seconds.

All the Porsche values are way higher times than they should be. In fact - this should apply to any speed, not just 100kph. So for example 0-30mph should be at least double 30-0mph for any stock Porsche. With normal road tires on my own Porsche I can stop from 30mph in the length of the car!
 
I had quite a few doubts and concerns prior to buying this game, so I picked up a used copy knowing I could get a refund if I didn't like it. After playing for approximately 8 hrs now, I can say that I have no intentions of returning S2U.

While it does take quite a bit of effort to get the wheel settings just right (DFGT on PS3), once I did, I really started to enjoy the game. I do agree that this shouldn't be necessary though, and hopefully they can fix it in a patch.

I now have the steering sensitivity turned up to 100, steering lock at 540*, and still turn up each individual cars steering lock a bit. After doing this and a little bit of tuning to the cars suspension, I was happy with the handling and had no more major complaints.

While the track models aren't the most accurate, and I don't exactly agree with it being "the most realistic racing experience", Im still having a lot of fun with the game. I think going in with so many doubts actually worked out in my favor, as I ended up pleasantly surprised with how much I like the game.

I never really buy in to all the pre-release hype for any game, and always wait till I can play it myself and form my own opinion. I also won't compare it to other games, as it's provided me with a different experience, and I don't bash other games to make another look better. I still enjoy GT5, FM3, and F1 2010 just as much. But S2U has now found a place among them in my collection of racing games 👍
 
We're not looking for "GT physics" in Shift 2, per se. What we are looking for is the realism that SMS claimed it would have and finding a glorified arcade game w/ tons of simulation elements tacked on. That GT5 is the rule by which we draw comparisons can't be helped, given that it has (arguably) the most accurate driving physics yet to grace console gaming.

And as for S2U's upcoming DLC being a positive and GT5's lack thereof being a negative is a very odd view indeed. I prefer to have all my tracks and cars included in the initial release, as GT5 has done, and as opposed to holding back content for sale at a later date as is likely the case w/ Shift 2.

Of course alot of you are looking for that GT5 physics. Whether you see it that way or not. Its going to happen. Otherwise GT5 wouldn't be mentioned in the same post.

As far as GT5 having all the tracks include at release,lol, are you serious. Have you even played any of the other GT titles. They left out all the originals at the least. The ones people loved. And you call this not holding back. Because of the track hold backs, is the reason why I am playing Shift 2 now. I stopped playing GT5 back in late December.

As far as having all the cars, they imported 800+ models from older games. Take away that 800 and you barely have more cars than Shift 2 offers. Of that 200+ that were rebuilt from scratch, how many of them are on the same level as Shift 2. How many of them are useless. DLC is a treat, no body has to give them. It adds longevity to a game. DLC is an easy add on that has appeal. Every game should have DLC if developers were smart because we'd buy it to get more out of the game.
 
Once I discovered the proper controller settings (DS3) in the Renown tuning thread and put the driving mode on Novice with Steering Assist on, everything else off - I'm having a blast with the game.

The test for me is the Modern B Invitational. Driving that Corvette was like painting with a bar of soap prior to me getting everything set up. I haven't beaten it yet, but I'm placing 4th on Hard consistently...which is better than getting disqualified *every* time or damaging out.

I was probably 5 minutes away from snapping the disc in 1/2.

Now I'm absolutely loving the game. In fact today, I started trying to peddle it on my GT5 friends here at work. I've done the hard part for them already which is figuring out why it was so wonky out of the box.
 
Actually, the most beta game ever has to be the other one I bought last week.

Nascar the Game 2011.
Not strange, coming from Eutechnix.

The strange is that these development groups (Eutechnix, Slighty Mad Studios - Blimey -), made great games in the past.

Do they have forgotten programming?. Is it the fault of the last generation of consoles?. Will the budgets of big companies they now programmed to corrupt the products?.


I´m a racing gamer only, and two years ago I sold my PS3 "fat" because there wasn´t any racing game with a decent finish apart GT5 Prologue.

I bought a PS3 again past december, and I note with sadness that this is still happening: there is no game appart GT5.

With a garbage as Shift 2, GT5 revalue, yet how boring it is.
 
Not strange, coming from Eutechnix.

The strange is that these development groups (Eutechnix, Slighty Mad Studios - Blimey -), made great games in the past.

The thing about it is that under all of the major show stopping bugs, Eutechnyx nailed the most important part of the game which is the feeling of racing three wide at 190 mph. Racing is spot-on even if the cars do feel a little light. I think another couple of patches will reveal possibly the greatest Nascar game since Papyrus' (03?).

Back on topic, I thought I got screwed by two game last week when I bought NTG 2011 and SU2. Turns out that one of them is in fact broken (NTG) and the other just needed some tweaking.

I actually went back and played GTR2 over the weekend and believe it or not, I thought the controls were a little loose. Maybe all of the games I've played in the interim changed my expectation of what a game should be when first turning it on.

With GT5, I can drive any car flat-out right off the showroom floor. With SU2 I actually have to spend some time tuning and testing to beat the AI on hard.

That is the greatest accomplishment of SU2. I actually have to RACE to win.
 
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Some more thoughts on the game:

+ the track mastering feature is a flash of genius: totally addicted to it
+ adrenaline: immersion totally works for me, the longer I play the better the effect is
+ dusk and night are amazing
+ the AI on hard is really challenging and sometimes brilliant: you can almost feel how the driver in front of you gets nervous when you put pressure on him, been actually overtaken with some good maneuvers, if it ends in a crash its usually me
- only AI complaint: at city courses it turns into a destruction derby everytime
- why do I have to listen to that annoying vaughn something dude? doesnt even make sense, he s no team chef or something
- I ve had 3 freezes so far, every time in the car optics menu
- on/off throttle sound, needs smoother transition
- optics/tuning menus are not intuitive and not well structured

Overall, I think S2Us biggest accomplishment is not the fun you have while playing it but the new and creative elements it brings to the table. I hope this will get the devs of GT and Forza to step their game up and think outside the box.

Final verdict: S2U game elements + GT5 physics & graphics = driving heaven
 
Spent the last few hours playing it, took a while to find a setting to use the G25 in somewhat serviceable feel. The feedback is inconsistent I find, very loose on center, ok in corner but the drop off is way too abrupt. I can't drive the car very precisely, timing between my input and the car is also slightly out of sync. With slower car(you can kinda will it and it will respond, also with lots of foot pedal manipulation. With some of the edgier, faster cars though, the loose-ness is PITA to deal with as you can't feel "straight ahead" and you are correcting based on the visual and with cars like Elise or something its very easy to miss your line a tad and find yourself braking with one wheel on grass or something. While I generally enjoy mastering a car, I am not finding mastering a lack of driving feel fun... The event structure and layout is ok and the racing itself is somewhat interesting, better AI than GT5, but hard to race them wheel to wheel with the loose control. You hit(by accident) them they will punt you out....Playing in Elite mode with ABS on and staying in sequential mode for now. Higher steering sensitivity is key I find...

The upgrade system is pretty in depth and seems to have a full suite of setup option, though the menu is very convoluted, and I can't use my controller in the menu and wheel in the race, I have to pick an input device and stick with it. G25 really doesn't work that well as a PS3 controller....

Graphics is only so so. In GT5 or even Forza they strive for more of a photo realistic look, this game still looks like a NFS game, with all the associated shine and unnatural look. Feels like a game from a few years ago....The track selection is pretty good and I wonder if the vast collection of track from GTR had something to do with it(Slight Mad was a bunch of ex-Simbin guys), but the track themselves don't look that nice. The effects are nice, but still kinda fake looking. One thing to note, 720P is an issue I find. I don't have a big TV(32" 1080p LCD), I play with my Obutto pretty much right in front of my TV stand(~4-5' away from my head), and the graphic seems coarse and somewhat grainy. While it does shadow and smoke a lot better than GT5(not jagged), the picture just lacks polish...... Sound is great though. The engine have real bark to it, and convey good sense of immersion with 5.1 sound....

Will probably keep the game and play it for a bit for some different experience with GT5. All in all though this is still a game made for the ADD generation, not really a true racing game, but can be fun at times...but throwing a car in GT5 around Nordschleife, or 4 wheel drifting a car in GT Legend on PC are still ultimate more fun and rewarding to me....
 
The problem here and most other negative threads about S2U is that people are looking for GT physics or what not.

I dont know about GT5, but didn't EA advertise S2U as being, just short of real life? So, are we as gamers not to call out EA on it? Isn't it better just tell us truth instead of being deceptive, when the product is going to prove your deception?
 
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I bought this game the Day after release and I was liking it. I got to level 19 the first day I had it. The game is cool until you buy faster cars. Then that when it gets retarded Even a works moded lambo handles like a box of bricks and slides out around every corner even at slow speeds. I gave this game maybe 10 hrs of play. GT5 probably close too 100 hrs if not more, just because the cars are drivable. Also the tuning system is dumb. makes no sense to me at all and no matter what I do it feels like nothing changes. If any one has any idea on how to tune cars in this game so that you can actually race them hit me up on here, ps3 or 360 Tag is GorvekTheUnholy on both consoles.
 
At first I didn't like this game too much. The controls and ffb were everywhere. After I adjusted the steering settings this game completely woke up. FFB could be a bit better, but its just enough to be passable.

I love GT5, but its a Sunday drive compared to S2U. I'm not saying its better, but S2U is a very challenging racer on hard ai. I think so many people like GT5 is cause its very accessible for many people to race and go fast. In
S2U its takes some time to get it set-up and car tuning is a must to win in some races on hard ai.

Personally, I'm having a ton of fun with S2U. If they would fix the ffb, refine the physics a bit and improve graphics on consoles it would be right there with GT5.

Also about the floaty car feeling, it can be almost eliminated with steering and car adjustments. GT5 has floaty cars also with sports hard or less tires depending on the car. Nobody really says this because too many slap racing tires on their cars which we all know the racing tires are just ridiculous. If you would do this in real life it would rip the suspension off some production cars. This is why some shouldn't compare the two cause they race racing softs in GT5 all the time. A game don't need physics for those tires.

Final verdict: S2U is awesome. GT5 is awesome. Any true sim racer should have both.
 
*snip*
Final verdict: S2U game elements + GT5 physics & graphics = driving heaven

Be careful what you wish for... Before you know it shift 3 will take 5 years of development.

And to add to the discussion:
The biggest innovation in shift in my opinion is the different view on realism. At first I thought it was a lame excuse for not getting the physics right, but there is definately a lot more to the approach SMS took.
 
- why do I have to listen to that annoying vaughn something dude? doesnt even make sense, he s no team chef or something

Options > sound > dialog (or voices or something like that) = off.

I turned him off AFTER THE FISRT RACE (with the white GT-R). I was literally screaming "SHUT UP, I'M TRYING TO RACE HERE!"
 
And to add to the discussion:
The biggest innovation in shift in my opinion is the different view on realism. At first I thought it was a lame excuse for not getting the physics right, but there is definately a lot more to the approach SMS took.

Yup. It's like they felt they couldn't convey realism very well by going the usual way... It's like an abstract painting, in a way. While most other racers try to paint somethign that looks as close to reality as possible, S2U tries to convey the same feeling you'd get from the real thing.

And, in my opinion, there is some sound logic behind that. You can't simulate the Gs of a real car, the heat, the physical stress and sense of constant danger a real race driver experiences, so why shouldn't you go out of your way and try to replicate those feelings a bit by other means?
 
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