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This is the discussion thread for a recent post on GTPlanet:
This article was published by Adam Ismail (@glassjaw) on June 21st, 2017 in the Features category.
I used to do this all the time in the game. This truly is a unique feature.You're gonna go the whole review without even mentioning how you can customize your damn garage? Come on, @glassjaw
What does it look like?I don't care what anyone thinks, I loved it!
I even had a poster of this game
Exactly this. And sure, you can compare times with me.I love this game. I know it has faults, many in fact, but I just can't get over it. It's just beautiful. I mean look at it. I don't know of another racing game that looks this good, and especially one that has aged this well.
I actually really enjoy the handling model. I think it's a great compromise between realism and ease of use. Sure, it's a little slippery, and you can slide a ton without really having to worry about spinning, but sliding isn't really fast, and to go fast you really have to be precise and careful of how much slip angle you take into corners. It feels almost like a game designed for a wheel, perhaps in an arcade cabinet, than for a pad.
But few people have actually tried setting competitive times, as that's not really what the average gamer would do, so nobody really knows how this game is on the limit, and how it's actually a lot of fun when you get used to it. It's really intuitive if you're used to more realistic handling models. And it's much easier and requires much less knowledge on how cars handle than more realistic handling models.
Basically, I think competitive driving is actually what feels best and most fun in the handling model, and, since this game wasn't really aimed at competitive drivers, it ends up being misunderstood a lot and given a lot of hate, and it ends up just having the wrong handling model. It's not a bad handling model. It's just the wrong one. I think this game would have been much better received if it was released in and designed for an arcade setting, in arcade cabinets, where people might care more about getting good at the game, like they do with the Initial D arcade games. That would have been much more fitting for the handling model.
So yeah, it's a letdown in some ways, but I think it's more beautiful than letdown. Definitely worth playing.
P.S. If anyone wants to compare times my convos are open
If it wasn't for this game, I wouldn't learn about the Mitsuoka Orochi and the Jiotto Caspita's existence. In my eyes, this game was great.
I've added 8 more liveries based on auto modellista stripes and paint schemes. Just a sample below.
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It also featured a diverse, albeit short, track roster featuring Japanese racing mainstays like Tsukuba and Suzuka.
The PS2 version and the GC version are two very different beasts if it comes to the handling model and included content like tracks.
It never got the second chance it deserved, although Capcom did take another stab at racing with the far less enticing Xbox-exclusive Group S Challenge a year later.
I have PS2 EU & JP versions and can't recall having seen Tsukuba in the game. Could it be only GC version had it? I can't seem to find a content list for different versions.
And what about online functionality? They removed it from western PS2 edition; was it present on western GC or Xbox versions?
Why is that? I was looking for a copy of that one, should I keep my money? A track around Yoyogi park seems enticing to me.
After reading the article and watching the video, I am considering getting this game. I've enjoyed Initial D and Wangan Midnight series. I'm also a fan of a few Capcom games.