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Thursday, 25 September 2008

GTR Evolution Review @ Eurogamer
Reviews/Previews | GTR Evolution | By Paul on 25 September 2008 18:08

Eurogamer have posted a review of GTR Evolution:

Poor old SimBin. They really don't have a clue when it comes to making race sims. Look at this one: no quad bikes, no supertrucks, no dune buggies, no karts. No nitrous bottles or touge battles, no skill stats or slo-mo crashes. Hell, you don't even get to negotiate your own sponsorship deals (sorry Anusol) or floor your arch-nemesis/cyborg half-brother in a pit lane punch-up. It's almost as if the studio considered such things unimportant. It's almost as if they consciously decided to channel all their skill and industry into trivialities like physics, track modelling and AI.
You can read the full review here and don't forget to view our game profile.

GTR Evolution Review @ 1Up.com
Reviews/Previews | GTR Evolution | By Paul on 25 September 2008 18:06

1Up.com have posted a review of GTR Evolution:

To drive the monstrous Nordschleife -- to reallydrive it, until you no longer feel like a stranger -- is to experience the current pinnacle of race simology. The Evolution physics model, a carefully calculated blend of realism and challenge that never feels artificially difficult, really gets to show its stuff on this, arguably the most frightening and certainly the most sinewy and lengthy of all racing venues. That the GTR series now features not only Nordschleife but 19 other tracks from across the globe, a stunning 49 unique vehicles divided into 12 separate classes, and compelling new perks such as dynamic weather (a sunny day can quickly devolve into a blinding rainstorm) is awesome news for any driver. But that doesn't tell the whole story, either.
You can read the full review here and don't forget to view our game profile.

FUEL Interview @ VideoGamer.com
Game News | FUEL | By Paul on 25 September 2008 17:28

Videogamer.com have posted an interview with executive producer David Brickley about FUEL, due out in 2009.

VideoGamer.com: When I looked at the map the first thing I thought of was an MMO racer.

DB: It was one of the original ideas. We kicked around an awful lot of ideas. With the console audience the thing about MMO is, and obviously at Codemasters we're running a few of our own, we've got a lot of experience of just how much it costs to support the infrastructure, the community support and all the rest of it is very intensive, and if you can charge a subscription for that you can do it. If you've got your Xbox and you're already paying for Xbox LIVE, we can't ask somebody to pay over and above that. We can't bank roll, much as we'd love to have a persistent online world, which already exists, there is actually a development server in Paris running that, that was what Asobo spent many years making, but to have data centres in America and here, and 24/7 support - huge amount of money. It's not something we could sustain without having a subscription. The console audience just wouldn't have it.
You can read the full interview here.

Don't forget to also visit our FUEL game profile.

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