Test Drive: Ferrari Racing Legends

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UK store has it, US Store has it.

Due to cheap US dollar, you can grab it from US store for 20$ if you find US PSN vouchers somewhere and create a US account to download it. Once downloaded, you can play it with your SWE account without problems (game is not region locked). Applies to UK PSN version as well.
Good idea 👍

I just created a UK account, and thought I'd just use my VISA, but it requires the VISA owner to have a UK address. So no go there. It'll have to be a voucher as you say. It looks like I can buy PSN vouchers from Amazon, unless they also require my VISA to have a US/UK address to enforce the region lock out for PSN purchases?)

It was GBP 23 comma something, so if the US price is USD 20, I'd rather go that route.

I'm not too fond of all the hopping through hoops though, and right now I'm worn out from the UK attempt. I don't have a keyboard hooked up ATM, so it's a major pain to go through the whole process. I'll see if I can gather the strength for a US attempt, for which I will go and fetch a keyboard :P

I am so glad about more and more people looking over this game! 👍
I really want the PC version - had it on order for ever... - but I'm getting impatient and thought I'd just grab the PS3 version just to get a taste.

If only the charlatans that are Atari could get their act together - this is the messiest release (or rather non release in my case) that I've witnessed. I'm on the verge of boycotting them, but I want this game... :guilty:
 
Rewind is not an aid though, I find it insane that you would dare compare those 2 things. Driving line is a crutch, that you can actually learn from. A complete noob to racing doesn't know how to take corners properly, the driving line is a great tool to teach people how it's done to a certain degree. Rewind is the opposite, because what you gain from it only makes you worse.

Crikey sorry for dragging this out and I won't bang on anymore because its completely off topic. Your entitled to your opinion I'm entitled to mine. For what it's worth I don't use any aids.
A gane that featured optional aids wouldn't alienate me. Ok it would alienate you fair enough.

Rewind can teach beginners the braking points, optional driving lines etc without having to do another complete lap. A beginner could have many attempts at the corkscrew via a rewind function. I would not be surprised even if the top class F1 stimulators allowed certain sections to be looped for lessons etc.

You don't agree with me and I don't agree with you.

Sorry Ferrari legend fans for my off topic ill leave it at that.
 
About rewind/driving line..

I have no problem with rewind because I find a great tool for learning and lowering the frustration for newcomers. People can use it in single-player and it can even teach them something. With the time, they will teach that *something* and slowly stop using it. At the end, once they go online, they can't use it, so no big deal.

But what needs to be eradicated and killed with fire in the genre is the Racing/Driving Line. That utter pest is something that serves for nothing, it just creates an army of zombie-drivers who do not learn anything. They just follow the line - even more gross is the recent trend of making it "dynamic" and latest "3D dynamic" - and once somebody turn it off in online, they're clueless.

Racing Line is the worse single trend in the racing games, period.
 
Funny that Amar, I feel the same about driving line. Which game implemented that first ?

I was playing Toca race driver 3 (PS2) (G27) the other day for old time sake. No driving line at all.
Much more immersive having to find your own braking references with track side markers and such. People grow too dependant on it.
 
Honestly, I rally like that differences between the cars are so vast.

It is absolutely impossible to expect that road car drives directly like an open-wheel racer and IMO FRL is perfect in that particular area.

I have forced myself to maintain 900-setting in steering options despite the "boaty" feel of the cars once i've realized how some cars are really that different from another. I and learned to appreciate them for that.

Of course, sometimes it does not help how Career mode instantly switches you from class to class, so it could be difficult to adjust to 512BB when you were racing an F1 car for 5 races before that, but somehow I think it is the key magic of this game.. constant adjustment to variety.

I remember I lost 2 consecutive days in chasing the Bonus time for Enna Pergusa on Hard with 512BB (or was it Testarossa, I don't remember now?), but once I've managed to actually learn how to drive that car, it was a blast.

IMO Every single car I've tried so far handles as it *should*. Older cars have the floating feel because of the softier suspensions but that is the key differentiator from modern-era cars.

Also, it is very clear how every car has its own *steering properties* thus F1 cars turns much faster then road cars and vice-versa. Once I felt that I realized how the only way is to keep my wheel on 900 and adjust my actual driving accordingly to particular properties of that car. And IMO it is the only right way. Increasing saturation for every car basically *overrides* its default properties and influences the actual sensation for particular vehicle - which is not right. Road vehicle from '70s shouldn't handle directly and fast as F430 for example. And that difference is great part of the magic of this game in my opinion.

I agree that some cars will have the boaty feeling in real life as well, which is perfectly fine with me. But imo it just seems overdone on some of the cars to the extent that you're no longer getting the impression of driving a car. And that's where it starts to annoy me.

Luckily the amount of cars with this 'problem' is lower than the amount of cars that are tons of fun :)
 
Funny that Amar, I feel the same about driving line. Which game implemented that first ?

Well, I *could* be wrong, but as long as I track the genre it is..unfortunately... drums please... Gran Turismo 2 if I recall well :)

I really can't remember any earlier game that had visible line-makers for entry-exiting the corners. Back in 1999 the driving line was introduced in basic License Test sessions where it only showcased line for braking (dotted) and acceleration (full). It didn't exist in any other part of the game, but it existed there. Or was it GT3? But somehow I recall it was GT2.

I should really go through my library again to see has any PSone F1 game maybe had it before 1999, but from my head I can't remember any earlier example (I can't recall did the F355 Challenge from 1998 had it or LeMans 24 Hours from 1999 which were both published before GT2).

What I do recall is how it was the first Forza Motorsport (2005) that introduced "dynamic racing line" where line changes its properties (colours) depending of the drivers position/speed on the track which paved the road for the horror we are witnessing all over the genre today.

Also, contrary to popular belief how it was Forza/Grid series that introduced Rewind functionality in the driving games, it was actually a game called S.C.A.R. (Squadra Corse Alfa Romeo) from Italian studio Milestone that introduced it to the genre in 2006.
 
The first Formula 1 game on PSX from 1996 has it if not mistaken, the one made by Psygnosis and Bizarre Creations, I still have the PC version :D great racing game, it has driving line, auto brake too, but loads of fun.
 
Also, contrary to popular belief how it was Forza/Grid series that introduced Rewind functionality in the driving games, it was actually a game called S.C.A.R. (Squadra Corse Alfa Romeo) from Italian studio Milestone that introduced it to the genre in 2006.

Correct, actually had a decent visual damage model and ok physics but stupid physical damage and exp points.
 
The first Formula 1 game on PSX from 1996 has it if not mistaken, the one made by Psygnosis and Bizarre Creations, I still have the PC version :D great racing game, it has driving line, auto brake too, but loads of fun.

Okay, thanx for saving me time to boot all games up again.

I still have that game, it was the first PSone game I bought with the console back in 1998.

Great times 👍
 
Ok cheers.

I seem to remember grid having rewind first and a big deal was made about it in reviews.

Driving line I couldn't remember who did it first.
It has become such a staple of modern console racers that its now become the norm.
Would love an upcoming game to drop the feature and 90% of people scratch there heads because its too hard. Lol.
 
Every time i turn on this game i can only play with F1 cars. Any other normal road Ferrari feels impossible. I think i would have to learn from scratch how to drive them.

I did One mistake in 4:34, and few smaller once so there is room for improvement. 👍

 
Forza has had a rewind ever since I can remember. GT has not. If you don't want to use rewind, you don't have to. I regularly do iRacing and have several wins in over 300 oval and road course official events. I have A licenses in both oval and road. When I play console racing games, particularly single player, I am looking for a more casual racing experience and am less interested in mastering every nook and cranny of every track or car. Rather, I am interested in experiencing as many track and car combinations as possible. I regularly use the rewind function in Forza or Dirt so that I can keep having fun. Its very frustrating to get to lap 10 of 10 in a GT5 race and have a crazy AI spin me out which results in me having to do the race all over again to win. Have you done the F1 seasonal races in GT5? If so, you know what I am talking about. Test Drive Ferrari is a difficult game and I cited that lack of rewind in my review as a weakness of the game. Its not a sim. Rather, the fun of the game is driving different Ferrari models on different tracks and struggling to progress through the game is no fun, at least for me. For those that want super hard AI, the game certainly has that, but it also should be usable for those of us that want a more casual experience.

My two cents, take em or leave em. :)

Actually no I don't. The only time I ever get spun out by AI in GT5 is when I make the mistake of trying to get back on the track without looking. F1 seasonals or not, AI is only a problem when they brake early but it's pretty easy to avoid that unless one is trying to pass another.

Frankly, the only thing driving line and flashbacks have in common is laziness, it's a lazy way to play, but at least one is a simple shortcut for learning tracks right from the start, and the only reason it's even in GT5 is they don't have tire marks in the right places like in iracing or rfactor or on most real courses. Nobody uses driving lines for the actual lines, it's for braking points. Driving line is useful for brand new players. They can focus on controlling the cars and enjoying the game while they learn the layout of the track. Flashbacks is nothing like that. Reversing mistakes you made is cheating in my opinion. Especially if you're from iracing, I'm a bit surprised you don't realize the fact that with practice comes victory, so why would you use it? Casual or not. Rewind eliminates the need for practice and allows you to get by even if you still never learned the track. It's not a matter of if you don't like it, don't use it. It just doesn't belong in racing games, neither does track resets (except in cases of glitches or being stuck on stuff you shouldn't be stuck on). If you go off course, you should drive back on. I'm really not saying this from a simulation point of view either, if it was NFS most wanted I'd still believe the same thing. Why would you play a racing game if you never had to improve your driving in it? It's just a useless grind at that point. I don't think you should be able to rewind time, it's cheating no matter how you spin it and no matter if it's allowed in a game or not. Not to mention, it has no benefit whatsoever. If a game's that much of a grind where you don't want to learn anything and you just want to get through it, what's the point in playing it in the first place. Any "reason" to use flashbacks is nothing more than an excuse.
 
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Without rewind any racing game would be better to learn race track, the thing is, some games don't have tracks but stages. So i would guess it might help to learn.

Old rally and racing games didn't had this stupid rewind options and we still enjoy it.
 
Great lap ussr, will have to try the 248 myself. After the F1s and the F333 the rest of the cars so dull anyway. The F333 in car is as good as it gets for me.
 
Indeed nice vid ussr!
Subbed your youtube channel ;)

OT : more and more people are saying that this game is beter then many critics say so maybe I'll buy it when it's on sale!
 
Good idea 👍

I just created a UK account, and thought I'd just use my VISA, but it requires the VISA owner to have a UK address. So no go there. It'll have to be a voucher as you say. It looks like I can buy PSN vouchers from Amazon, unless they also require my VISA to have a US/UK address to enforce the region lock out for PSN purchases?)

It was GBP 23 comma something, so if the US price is USD 20, I'd rather go that route.

I'm not too fond of all the hopping through hoops though, and right now I'm worn out from the UK attempt. I don't have a keyboard hooked up ATM, so it's a major pain to go through the whole process. I'll see if I can gather the strength for a US attempt, for which I will go and fetch a keyboard :P

If all else fails and you use eBay, this seller has it at GBP34.99, free shipping to Sweden though might take a little while.
 
Without rewind any racing game would be better to learn race track, the thing is, some games don't have tracks but stages. So i would guess it might help to learn.

Old rally and racing games didn't had this stupid rewind options and we still enjoy it.

Not having the rewind option in this game makes it frustrating and addicting at the same time.
Tried the 'arm cramp' mission on Misty Loch yesterday over and over. In my last attempt I lost the rear a couple of corners before the end and then I gave up. But still determined to have another go at it today.

With a rewind function you would just go back 5 seconds and try the corner again. Then gone is the challenge and it becomes a dull game.
 
Thanks for the heads up ussr, all my hot laps have been on pro. Just hit 5.19 on normal with room to improve. Will get back on it later and do a vid 👍
 
Assists, rewinds and racing lines are there for people who feel that they need them, if you don't need them then why would you care? Also, not every game with cars in has to be a sim. These are still games and all genres have, on the whole, been massively simplified in the last 10-15 years. All this moaning about optional assists kind of makes it sound as if you gods of sim racing can't fathom that plebs might want to have fun with it too! Don't forget that if you like a game it's far more likely to have a sequel if it sells well, and it won't sell well if the majority of people perceive it as being too difficult.

Who cares if these casual racers never learn to drive, as long as they're having fun and keep buying these games we should be grateful, they're helping to keep the genre alive.

On topic: I've given up on the PC version, Atari obviously aren't interested. I reckon it would've outsold the console versions if it were available, but oh well.
 
Rewind is for girls, you learn a track from putting the laps in end off.

Driving video games is for girls, you learn to drive track with taking a real car to the real track. Or is it?

Do not be too selfish in etiquetting the various types of people that enjoy the driving games. Greatest majority of people buy and drive video-games for the sake of fun and casual enjoyment in the virtual thrills of driving and nothing more.

Rewind is one of those option that can benefit to those of type of people immensely without sacrificing anything related to how "hard-core" audience enjoy the game.

Path to self-confidence is different at any individual and path to learn something varies from person to person.

If all "casual" and "unrealistic" (again we are speaking about "realistic" in virtual world, blimey! - pun intented :)) options would be eradicated from majority of games, all that casual audience would be gone. And with only "hard-core" left there would be no more business-incentive at creators of the game to keep selling it. And everybody would lose their game.

Rewind is an good option and it serves its purpose in all driving games that have it. Everyone has an opportunity to "evolve" from one "level" to another and to reach the "level" where only maximum possible level of "realism" can create a virtual environment that pleases his desired level of "simulation" immersion. But in the same time, the presence of various assists allows for different people to enjoy the game on "casual" level and leaves a "good taste" at their mouth which will - hopefully - make them to buy the sequel.

And with that a particular game can live. Without "god taste" for various type of players a game is left to die in slow and painful death.

I welcome all assists that can make different types of players to enjoy the games in the simulation genre. Without them our beloved genre will extinct due to current and future costs of development, publishing and living in the video-games business.

New time asks for new approaches. And rewind option is one of those approaches that hurts noone and benefits everyone at the end. Including you - The Master of Hardcore Driving™ as well as the girls.
 
Rewind would never benefit me as i would never use it. Like i said you learn the track by putting the laps in , virtual and real life. And why are video games for girls?
 
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