Trying to give the other titles a bit more "seat time" to see if it will change my opinion. It will be interesting when both the Reiza camp and RF2 camp up their graphics engines next year.Īgain grain of salt, personal opinion and all that. Automobilista has done that pretty well in my books. Bouncing off the limiter and trying to keep the car from stepping out under heavy braking from 6th. I'm trying RF2 back to back with AMS as I really appreciate physics models, I have to say even though on paper RF2 has the better physics model hustling a V8 through the top of the mountain at Bathurst in Automobilista has me wanting to build an OSW based rig in the garage. I don't have a good setup (yet) and tried IRacing - even though the graphics are a bit better, and the tracks are on paper more accurate, and theoretically the physics model is based on real numbers - the V8 was (for me) just lack-lustre compared to AMS. Looking at other games the cars aren't moving around, or they're just plainly undriveable on the limit. Throwing a car round a track has some incredible physical loads on you and a game can't replicate that, but what it must do is translate that to what you see on screen so you could perceive those loads and that your control inputs replicate what the real thing would do. This is no doubt a highly personal viewpoint so take with a grain of salt. Racing Microsoft Xbox 360 SEGA Video Games with Manual, Racing Video Games with Manual, Racing Microsoft Xbox 360 Car Racing Video Games, Driver: Parallel Lines Microsoft Xbox Video Games, Racing Video Game for Microsoft Xbox One, Microsoft Xbox 360 Racing Video Games, Racing Microsoft Xbox Milestone Video Games. They seem to have nailed it from a "here's what the translation of the driving experience should be". AMS has a certain "driveability" to the physics model/gameplay. Re-entering sim racing recently AMS blew me away with how good the SuperV8's were (and now how reasonably accurate the Caterhams are - considering I've got a near equivalent to a 620R IRL).