- 6,061
- Simcoeace
I know there's been a lot of discussion about this already, but as it's scattered through dozens of pages, I thought it might make sense to gather thoughts on this into a single thread. Also, I think people's impressions have been constantly evolving as they get to grips with the game , so it should be interesting to see where it all ends up!
For myself (like many people) I've gone back & forth on this. My initial impression was very positive, as I found the steering & braking quite responsive. I think the over-riding impression was how the cars had a tendency to kick out while cornering. I think a lot of people were very disturbed by this, partly because it is so different from GT5P where understeering is the default characteristic. However, I think adjusting the settings in Shift & getting used to the balance of the cars pretty much deals with this issue.
My current impression of Shift is that the physics are basically "sim", but just too forgiving. Once you have established more precisely the braking points for a car on a particular track, it becomes too easy to fling the car around what should be tricky corners. As an example, the last corner at Brands Hatch GP swings to the right, off-camber & quite sharply downhill. Negotiating this corner at speed ought to be a matter of carefully finessing the throttle/grip to avoid understeer or oversteer, but in actuality it's possible to hurl the car around & down with very little trouble.
Yes, Shift feels different from GT5P or FC/SCC, but I'm not sure there's anything really wrong with the basic physics model in Shift (I know there are a bunch of bugs & glitches however), it's just a bit over-simplified. I have a strong suspicion that if they wanted to, the developers could increase the "sim" aspect.
For myself (like many people) I've gone back & forth on this. My initial impression was very positive, as I found the steering & braking quite responsive. I think the over-riding impression was how the cars had a tendency to kick out while cornering. I think a lot of people were very disturbed by this, partly because it is so different from GT5P where understeering is the default characteristic. However, I think adjusting the settings in Shift & getting used to the balance of the cars pretty much deals with this issue.
My current impression of Shift is that the physics are basically "sim", but just too forgiving. Once you have established more precisely the braking points for a car on a particular track, it becomes too easy to fling the car around what should be tricky corners. As an example, the last corner at Brands Hatch GP swings to the right, off-camber & quite sharply downhill. Negotiating this corner at speed ought to be a matter of carefully finessing the throttle/grip to avoid understeer or oversteer, but in actuality it's possible to hurl the car around & down with very little trouble.
Yes, Shift feels different from GT5P or FC/SCC, but I'm not sure there's anything really wrong with the basic physics model in Shift (I know there are a bunch of bugs & glitches however), it's just a bit over-simplified. I have a strong suspicion that if they wanted to, the developers could increase the "sim" aspect.