rec.autos.simulators

NFSPU - Demo vs Retail?

Mark

NFSPU - Demo vs Retail?

by Mark » Fri, 14 Apr 2000 04:00:00

Can anyone let me know how the demo compares with the full game?  I
find the demo enjoyable but the handling doesn't strike me as being as
good as many people say.  It's good for NFS, and while I wasn't
expecting it to be up there with the likes of Viper I thought it would
be in the same ballpark as, say, GT on the PSX.  The car seems to have
too much grip, is more stable than I'd expect when the rears are
spinning, and accellerates too fast.
Also that track suffers from the same level of ridiculous fantasy of
previous NFS incarnations.  Wide, long and sweepy - very little braking
required, possibly none at all if you get your lines right.  Are there
any right angles in the full game?

What's the multimedia content like?

Cheers,

Mark

Sent via Deja.com http://www.racesimcentral.net/
Before you buy.

Malcolm MacK

NFSPU - Demo vs Retail?

by Malcolm MacK » Sat, 15 Apr 2000 04:00:00

I've never understood why people think the handling in Viper is so
good. I guess you need a force feedback joystick/steering wheel to
appreciate it. With a Microsoft Sidewinder (no force feedback) I found
Viper hard to control. It always seemed like I was travelling at about
50 mph, and constantly sliding.

I much prefer NFS PU car physics. There is a real sensation of speed
when driving with the in car view. Each car has quite distintive
handling characteristics. The best driving game I've ever played.
Maybe not the most realistic (I wouldn't know, I haven't driven
Porsche's at 150 mph), but definitely realistic enough.

Malcolm


>Can anyone let me know how the demo compares with the full game?  I
>find the demo enjoyable but the handling doesn't strike me as being as
>good as many people say.  It's good for NFS, and while I wasn't
>expecting it to be up there with the likes of Viper I thought it would
>be in the same ballpark as, say, GT on the PSX.  The car seems to have
>too much grip, is more stable than I'd expect when the rears are
>spinning, and accellerates too fast.
>Also that track suffers from the same level of ridiculous fantasy of
>previous NFS incarnations.  Wide, long and sweepy - very little braking
>required, possibly none at all if you get your lines right.  Are there
>any right angles in the full game?

>What's the multimedia content like?

>Cheers,

>Mark

>Sent via Deja.com http://www.deja.com/
>Before you buy.

jbo..

NFSPU - Demo vs Retail?

by jbo.. » Sat, 15 Apr 2000 04:00:00

At this point in time, I pretty much agree with you,Malcolm -- in fact,
NFSPU would get my vote for the best driving simulator to date in terms
of realism.  Not the best RACING simulation to date, but I think NFSPU
has done an excellent job of capturing the overall driving experience
(including critical things like driving high speed, and sometimes
racing, as well <G>).

I fired up Viper Racing last night, and found that even though it used
to be my favorite for a while, it felt too "loose" and "light" after
playing NFSPU for a few weeks.  I'd rank Viper Racing at the RACING end
of the sim spectrum, with NFSPU more towards the DRIVING end of the sim
spectrum, but I think BOTH are awfully good sims, period.

Arcade, schmarkade . . . <G>

-- JB



> I've never understood why people think the handling in Viper is so
> good. I guess you need a force feedback joystick/steering wheel to
> appreciate it. With a Microsoft Sidewinder (no force feedback) I found
> Viper hard to control. It always seemed like I was travelling at about
> 50 mph, and constantly sliding.

> I much prefer NFS PU car physics. There is a real sensation of speed
> when driving with the in car view. Each car has quite distintive
> handling characteristics. The best driving game I've ever played.
> Maybe not the most realistic (I wouldn't know, I haven't driven
> Porsche's at 150 mph), but definitely realistic enough.

> Malcolm


> >Can anyone let me know how the demo compares with the full game?  I
> >find the demo enjoyable but the handling doesn't strike me as being
as
> >good as many people say.  It's good for NFS, and while I wasn't
> >expecting it to be up there with the likes of Viper I thought it
would
> >be in the same ballpark as, say, GT on the PSX.  The car seems to
have
> >too much grip, is more stable than I'd expect when the rears are
> >spinning, and accellerates too fast.
> >Also that track suffers from the same level of ridiculous fantasy of
> >previous NFS incarnations.  Wide, long and sweepy - very little
braking
> >required, possibly none at all if you get your lines right.  Are
there
> >any right angles in the full game?

> >What's the multimedia content like?

> >Cheers,

> >Mark

> >Sent via Deja.com http://www.deja.com/
> >Before you buy.

Sent via Deja.com http://www.deja.com/
Before you buy.
Mark

NFSPU - Demo vs Retail?

by Mark » Sat, 15 Apr 2000 04:00:00


<snipped>
Thanks guys.  Will look forward to trying it out tomorrow.  I think
I'll ask over a neighbour who works for Porsche UK.  I know he must be
respected there as he was the man who's responsibility it was to
service all of the 959s in the country (all 6 of them) and RUF tried to
poach him.  He also used to work for the Blue C***British GT outfit.
He has to have regular perfomance and advanced driving tests to allow
him to drive customers cars, so I'm looking forward to hearing what he
has to say.  I've never driven a 911 at 150 mph, but he might have...

If he does agree (he might consider this sort of thing beneath him, but
I doubt it) I'll post what he thinks.

Cheers,

Mark

Sent via Deja.com http://www.racesimcentral.net/
Before you buy.


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