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Some things take a bit of getting used to but are endlessly rewarding
with perseverance - like marriage for example, or games like rFactor.
As a long time fan of the under-appreciated world of driving simulators,
I can certify that were it legal I would quite possibly give my
driving hand in holy matrimony to rFactor, developed by Image Space
Incorporated, who have created a brand new and pretty astounding
game engine dubbed 'isiengine 2.0' as a base technology for the
game.
With
very advanced features such as drivers' head physics, actual projected
headlights and real-time day and night cycles, ISI have pushed their
tools to the maximum, exploiting every feature and dynamic available.
It's obvious that the team set out with no less than the total achievement
of their aim in mind: to create the most advanced, realistic and
above all fun driving simulation experience to date. The fact that
the entire team were sent off for official racing school track days
is testament to their concerted efforts in research and pre-planning
that is unfortunately abundantly absent in game development today.
Upon
beginning the game, it's evident that accessibility to those who
haven't invested time in reading the manual wasn't a consideration
for rFactor, as within about five minutes I was fairly lost within
the menu system and its plethora of setting and configurations -
so I just ignored it all and decided to dive straight in and drive
a sixty-lap endurance race with about a dozen online opponents -
big mistake! By the time I'd figured out how to change gear I was
being lapped by everybody and their shire horse. Make no mistake
- diving straight in will see you stalling at the outset, so I took
a few steps back and did things slowly. The manual recommends watching
an AI driver for a few laps to get an idea of the cornering and
physics, so I went into my first practice, driving a smart hothatch
and armed with a full list of controls and a brief idea of the track
layout. I can honestly say that I don't think I've ever had so much
fun driving around on my own in any other game - the immediacy with
which the feel of the game grips you is monumental, the acceleration
really pulling you back in your seat, corners throwing you around
the interior of your car while the screeching brakes make you glad
you wore your double safety harness. It's a fantastic experience
that totally engrosses you and it wasn't long before I was zipping
around with bravado and feeling quite confident - if only I knew
what was to come.
The
online gameplay is where things really shine and the word "unforgiving"
simply doesn't do justice to the level of competition out there.
I found my opponents simply pulling away even during my best lap
times that felt like I was totally hammering it, but regardless
of my efforts there was no way of keeping up the pace. I soon realised
what the problem was; I was the only person using most of the automated
assistance on offer to aid control. These features (spin recovery,
advanced braking help, auto-clutch, traction control, etc.) are
excellent aids for the beginner, but it was also these aids that
were keeping me on the track and quite humiliatingly not my superb
driving prowess. So it was back to square one while I honed my unassisted
motoring ability on the practice track.
There
are only twelve vehicles on offer, although there's a huge range
of very detailed paint jobs to customise your ride with. Something
surprising is not only that rFactor simulates many different types
of racing vehicle, but that each different style of car actually
feels hugely unique when compared to the next car. Games such as
the Gran
Turismo series include literally hundreds of motors, but the
handling of vastly differing cars is much too similar. Instead of
simply altering how fast a car tops out at or accelerates or turns,
ISI have paid particular attention to the underlying factors that
affect the feel and movement of a car - weight, engine location,
ride height and many other nuances all combine to create what in
real life differentiates one car from the next, so physically building
all these attributes into the engine and the models has ensured
that true simulation is inherent in all the vehicles. Some of the
models on offer include the petrifyingly lightening-fast BMW Sauber
F1, the muscley Ronin Autoworks V8 Hammer and the stocky '05 Vayline
Venom rally. Each takes considerable time to master and there are
huge, open multiplayer seasons running exclusively featuring certain
cars. It's up to you which direction you want to go, with rallying
probably being the easiest to get into and F1 really stretching
even the most advanced driver. The attention to physical dynamics
here goes beyond the point of extreme; if you've played the excellent
GTR or GT:
Legends and were impressed (or sickened) by the insane amount of
engine tweaking and suspension settings then you'll know what to
expect; each tyre temperature is measured in three different places
- enough said!
The
available tracks (of which there are also a dozen) provide a good
mix of speed and technicality, spanning the globe from Montreal
to Northamptonshire, with the likes of Joesville Speedway and Toban
Park making an appearance. It's not a huge amount of track to race
on, but most have different configurations (long and short versions)
and can also be raced in reverse, upping the number of tracks and
adding a little more variety. Graphically there's very little to
fault either; everything is sharp and well detailed, particularly
the beautiful cars that are the stars of the show. The same slightly
sterile look that seems to hinder all simulations is still present
however, as the locations are just missing something to make them
feel a little more alive, a difficult thing to achieve in this field
- but it doesn't detract from the experience in any way. The sound
meanwhile is blindingly impressive; engines are not simply a rising
and falling tone that dips with each gear change - monstrous things
are happening under those bonnets and they let you know about it!
Pistons fire crazily, brakes screech air-piercingly as they struggle
to slow down a ton and a half of out of control ballistic metal
missile, while tyres roar and squeal with the weight bearing down
on them. Again, as with the graphics, there is very little external
ambient sound but this is akin to saying there aren't enough tweeting
birdies in Quake 4
- it's kind of irrelevant given the circumstances.
Don't
expect to be able to pick up and play rFactor, as it's a difficult
beast to tune into - if you aren't used to simulations and have
only played console 'sims' like Project
Gotham Racing and Forza
Motorsport then you'll be shocked at the difficulty unless you
play with all the driving aids, which somewhat defeats the point.
Pulling off a new fastest lap with hours of effort is substantially
rewarding though, so I implore you to dive in and persevere - and
make sure you have a decent steering wheel! It's worth noting before
too I speed off into the distance that as I was creating my profile,
I was pleasantly surprised to find for the first time ever in a
game that I could select my nationality as Welsh - now that's
a great feature, boyo!
Reviewed by Chris Davies for AceGamez (All Rights Reserved).
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