![]() ![]() Using a wheel drives the advantages of this approach home, as you feel every bump through the rim. Nearly every track in the game is laser-scanned: the dedicated drift track and Zandvoort are the exceptions. When you do eventually cross the threshold, however - and you will - you’ll be greeted with a very, very sharp drop-off in grip.īasically, every car feels different, with its own unique positives, weak points, and quirks. Its limits are so high that you’ll constantly find yourself re-evaluating what you thought was an acceptable entry speed for corners. The Ferrari 312T tells a similar story, though with exponential increases in speed and downforce.īy comparison, the closest thing to a modern F1 car currently in the game (the Lotus Exos Stage 1) has bags more grip, aerodynamically and mechanically. ![]() You can almost feel the taller sidewalls doing their part to make the car more malleable. It will get sideways at a moment’s notice, but the edge of its performance envelope is soft. The Ford Escort RS1600 is a tiny little buzz-box of a car, with period-appropriate levels of rubber housed inside those flared arches. ![]() Easily the biggest stand-out in terms of its dynamic makeup is the amount of oversteer it’s capable of: despite all the rabble you’ll hear of the car being a cinch to drive, the Nismo really does feel like a rear-drive car most of the time.Ī car’s vintage plays a huge part in how it drives. The Nismo GT-R - part of the Prestige Pack - is monstrously fast, but you never doubt its quite considerable curb weight. The little scorpion-badged car is a joy, sniffing out apexes while letting its rear tires take on some attitude. “The Abarth 500 handles exactly the way I would expect,” said Brendan, after taking one of our most-anticipated cars around the track. It means less time spent shuffling through the settings when jumping from one car to the next, and more time doing the important stuff: driving. Our man Brendan called it “pure genius”, before adding “I love being able to drive a car the way it should actually be driven as opposed to artificial difficulty”. Consider the Kool-Aid thoroughly drank.Ī seemingly-simple feature that we wish every driving game included is the Factory setting for ABS and Traction Control. A lot of other reviews of the game have heaped praise on this aspect of the game, with good reason: it really does set a new standard on consoles. If we had to sum up the Assetto Corsa physics experience in a single word, it’d be “natural”. This means pad users are locked out of controlling their clutch. There’s also no way to customize the button mapping you’ve got three Kunos-designed layouts and that’s all. Steering Gamma changes the linearity of the analog stick, where a higher setting causes small movements to have less of an impact on the steering versus the default 1:1 ratio.īizarrely, there’s also no “Reset to Default” option, so we’d recommend snapping a screenshot before you start tinkering. Steering Filter, for example, affects how controller inputs are smoothed, blending successive taps of the analog stick into a continuous movement. Some are fairly straight-forward, while others will be less clear to players unfamiliar with this level of input customization. Unfortunately, there is no in-game explanation for these options. Helpfully, players are able to change a handful of settings, from vibration intensity to deadzones. Optimization for pad users is acceptable, as expected after Kunos showcased just that prior to release. We initially approached both versions of the game with the respective system’s default controller to get a baseline. ![]()
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