Destinkeys
(Banned)
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- Destinkeys
(Posted this at EA's forum, but thought it might be good here, too)
Well, I've had about a day playing GT5, thought I might make a few comparisons...
In honesty, there's a REALLY good track racing game to be had combining the two, but each leaves much wanting.
Shift completely NAILS the visceral snarl of true racing. Everything bounces, shakes, roars, snarls, sounds like it wants to rip you a new one and take your momma home for the nasty...! But the handling is just plain WRONG...
GT5's handling is much more realistic, in some ways... I always thought that the wheel response in Shift had something WAY out of whack with the FFB, especially in the central position. I got to the point where I thought I had a dodgy DFGT, being completely unable to tame the wobbles in Pro Mode. Corners were fine, but driving under speed down a straight, and it's hang on for dear life! GT5 sorted that RIGHT out..! There's not a damn thing wrong with my wheel
Handling is predictable, but much more demanding (once you take the assists off) and the wheel feels solid and centered, MUCH closer to the real thing. I've never driven a car in real life that wandered aimlessly down a straight by as much as six or more feet, and no-one would allow something that did that on a race track with other drivers on it. But GT5, even on it's most difficult settings allows you, once the straight is set up, to not fight the wheel constantly. Watch any F1, or GT1-3. In car camera, once on the straight, they are NOT having to constantly fight the wheel (or if they are, its' force is minor, at least).
So, they got the steering input right (or FAR better than Shift, anyway)... BUT....
You can't FEEL the road. Most street and race tracks feel like billiards tables. There's a section in the Rome track (I think that's the right one) where you go from tarmac to cobblestones. You can HEAR the cobblestones, but you can't FEEL them. Shift's ability to join visual cues with wheel FFB has led to you really getting the impression that you CAN 'feel the road'. Every bump, change in surface, section change, you FEEL it in your hands and you SEE it on the screen.
GT5, I get the feeling I have been anesthetized. Neither the visuals, nor the wheel give me much feedback about the track. I feel like I'm driving Abu Dhabi all the time... PERFECTLY flat and even tracks. Not the bounce and jostle of Sebring
Add to that, there's little visually in GT5 to distinguish 200mph from 75mph. Graphically, it looks about the same. And yet Kaz has driven the 'Ring... Didn't he notice how the track affects your sight?
OK, next... collisions. Yes, I know that I am against them, as much as possible, but they ought to be a BIT on the realistic side. And I don't mean visually. Personally, I don't much care if your car looks showroom at the end of a demolition derby, as long as when two cars come together, they BOTH interact. If you played GT5P, I hate to say it, but things haven't improved that much. Shift, once again, trumps GT5 completely when cars come together. BOTH cars handling and balance get thrown off royally. Things unweight, steering input gets crazy, BOTH cars go crazy! GT5, they just sort of 'bump', and then go their way relatively undisturbed. On the GOOD side, bumps slow you down MUCH more than Shift does, so it's harder to use it to 'bully' your way to the front.
I'm going to focus on just these points on this post (more to come as I progress), but I honestly think there is a GREAT game to be made combining GT5's steering physics and FFB, car handling and sensitive throttle input (GT5 allows for FAR more delicate input... and you need it!) with the sheer SENSE of being in a car at high speed that Shift has in spades. You can HEAR the car, FEEL the car, FEEL the track... But you can mass round corners like you are on rails!
I'm looking forward to playing GT5 online once I get the steering and car physics dialed in, I know it has a HUGE and dedicated fanbase of serious racers (and the game easily allows them to organize clean racing clubs and groups), but there is a LOT from Shift I am going to miss...
Now that EA have finally split the NFS franchise off from the track racing division, perhaps they won't have to dumb down the steering and physics as much as a game with the NFS arcade heritage. There is SO much they got right, FAR more immersive than GT5. Let's hope that Shift2 takes the best things from GT5, and marries them to the best things from Shift....
And we will FINALLY have the game all track racing fans really want (I hope!)....
Any other new GT5 players got a comparison?
Well, I've had about a day playing GT5, thought I might make a few comparisons...
In honesty, there's a REALLY good track racing game to be had combining the two, but each leaves much wanting.
Shift completely NAILS the visceral snarl of true racing. Everything bounces, shakes, roars, snarls, sounds like it wants to rip you a new one and take your momma home for the nasty...! But the handling is just plain WRONG...
GT5's handling is much more realistic, in some ways... I always thought that the wheel response in Shift had something WAY out of whack with the FFB, especially in the central position. I got to the point where I thought I had a dodgy DFGT, being completely unable to tame the wobbles in Pro Mode. Corners were fine, but driving under speed down a straight, and it's hang on for dear life! GT5 sorted that RIGHT out..! There's not a damn thing wrong with my wheel
Handling is predictable, but much more demanding (once you take the assists off) and the wheel feels solid and centered, MUCH closer to the real thing. I've never driven a car in real life that wandered aimlessly down a straight by as much as six or more feet, and no-one would allow something that did that on a race track with other drivers on it. But GT5, even on it's most difficult settings allows you, once the straight is set up, to not fight the wheel constantly. Watch any F1, or GT1-3. In car camera, once on the straight, they are NOT having to constantly fight the wheel (or if they are, its' force is minor, at least).
So, they got the steering input right (or FAR better than Shift, anyway)... BUT....
You can't FEEL the road. Most street and race tracks feel like billiards tables. There's a section in the Rome track (I think that's the right one) where you go from tarmac to cobblestones. You can HEAR the cobblestones, but you can't FEEL them. Shift's ability to join visual cues with wheel FFB has led to you really getting the impression that you CAN 'feel the road'. Every bump, change in surface, section change, you FEEL it in your hands and you SEE it on the screen.
GT5, I get the feeling I have been anesthetized. Neither the visuals, nor the wheel give me much feedback about the track. I feel like I'm driving Abu Dhabi all the time... PERFECTLY flat and even tracks. Not the bounce and jostle of Sebring
Add to that, there's little visually in GT5 to distinguish 200mph from 75mph. Graphically, it looks about the same. And yet Kaz has driven the 'Ring... Didn't he notice how the track affects your sight?
OK, next... collisions. Yes, I know that I am against them, as much as possible, but they ought to be a BIT on the realistic side. And I don't mean visually. Personally, I don't much care if your car looks showroom at the end of a demolition derby, as long as when two cars come together, they BOTH interact. If you played GT5P, I hate to say it, but things haven't improved that much. Shift, once again, trumps GT5 completely when cars come together. BOTH cars handling and balance get thrown off royally. Things unweight, steering input gets crazy, BOTH cars go crazy! GT5, they just sort of 'bump', and then go their way relatively undisturbed. On the GOOD side, bumps slow you down MUCH more than Shift does, so it's harder to use it to 'bully' your way to the front.
I'm going to focus on just these points on this post (more to come as I progress), but I honestly think there is a GREAT game to be made combining GT5's steering physics and FFB, car handling and sensitive throttle input (GT5 allows for FAR more delicate input... and you need it!) with the sheer SENSE of being in a car at high speed that Shift has in spades. You can HEAR the car, FEEL the car, FEEL the track... But you can mass round corners like you are on rails!
I'm looking forward to playing GT5 online once I get the steering and car physics dialed in, I know it has a HUGE and dedicated fanbase of serious racers (and the game easily allows them to organize clean racing clubs and groups), but there is a LOT from Shift I am going to miss...
Now that EA have finally split the NFS franchise off from the track racing division, perhaps they won't have to dumb down the steering and physics as much as a game with the NFS arcade heritage. There is SO much they got right, FAR more immersive than GT5. Let's hope that Shift2 takes the best things from GT5, and marries them to the best things from Shift....
And we will FINALLY have the game all track racing fans really want (I hope!)....
Any other new GT5 players got a comparison?