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We've also improved the prediction so you get much smoother games." Algorithms, eh? You gotta love 'em. Raeburn is notably enthusiastic about it: "This time around we've improved the algorithms and reduced the packet size we're throwing around to different PCs. There's a promising online/LAN side too, with races for up to 12 cars and improved, less stuttery performance. The aim, as before, is to do away with the easy/medium/hard choice at the start of the game, which is the one place you're least qualified to judge it. While there's a set curve for the whole game, if you're blowing everyone into the weeds it'll ramp up sooner, and if it's you in the weeds it'll drop down. Like Spinal Tap's amps, the difficulty goes to eleven (110 percent), although more relevantly it's also adjusted automatically as you play. Lairy drifts and crazed festivals of opposite-lock are positively encouraged, and neatening it all out to get those few extra seconds of drive is only necessary on the very highest difficulty settings. All vehicle types behave as you'd expect, and while an understanding of lines and braking points certainly helps, the cars have more or less forgiving natures. Certainly our time hinted at no little success here. To this end the physics have been thoroughly overhauled, with the intention of creating 'an accessible sim' poised deftly between arcade and simulation. As Raeburn attests, "I don't like it when you start blaming the game for something, I like it when you blame yourself." Good man.
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Too good and mastering the tracks will be disappointingly easy, while if the brakes are too weak it's likely to end first in fury, then in caution. Codemasters were still playing around with the braking when we saw the game, and certainly it's a critical area. In real life they're insane, and it's pretty mad here too: steering is heavy and responses are glacial, while simple necessities such as being able to see are absent if there's anyone in front. Racing is fast and close and control is knife-edged, and - as with the Grand Prix and oval-based Indy Racing League-style cars - wheels can interlock, causing spectacular accidents. Spindly, whining and rather slow-looking in real life, these open-wheeled but crucially wingless cars are one of the highlights here. In a strange irony, the Formula Ford cars are very promising. If we were being critical though, even at this late stage in development these ultimate cars are rather unlovely to the eye. Races are thus 21-car spankathons rather than carbonite-frozen funeral processions for the death of passion. Very few remaining F1 tracks are interesting, and TOCA's representation of the 'pinnacle' of motorsport is unbounded by this or the rest of the choking rules Ecclestone et al enforce. Some may find this disappointing, especially contrasted with the realism of the German and Australian Touring Car championships, but this is to miss the point.
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They're certainly extremely fast and worthy of their place at the top, though don't expect Ferraris or McLarens or even the F1 tracks - it's very definitely not F1. Many will be drawn immediately to the Grand Prix cars, and it's true that getting a seat in one of these is the central aim of the game. None of the disciplines are unique to Race Driver 2, but there are intriguing inclusions nonetheless.