There are racing simulations that let you simulate the proper techniques of
racing without the requirement of spending a hundred hours perfecting your
steering and braking techniques, but still strive for a realistic experience
in all other departments. GP2 falls into this category.
Then there is the other kind of simulation that requires you to spend a
hundred hours just perfecting your steering and braking inputs so you don't
meander all over the track as you negotiate a kink in the straight or enter
a curving braking zone without spinning off. And, unfortunately you may
still not master it. Papyrus sims fall into this category.
It thus follows that there are two types of simulation players -- those who
don't want to spend a hundred hours just learning how not to spin-out in a
curving braking zone or a kink in a straight and those who relish the
thought of spending at least a hundred hours perfecting their braking and
steering inputs before mastering the other aspects of a simulation.
So, there you have it -- two schools of thought on how to approach a racing
simulation experience. It would be nice to incorporate the two approaches
in Grand Prix Legends. This would satisfy both the *** simmer and the
not so *** simmer.
As it stands now in demo form, GPL is geared to the extremely *** sim
player -- ie, the type of player who's hands and feet have built in
calculators to determine the exceedingly precise input requirements of the
steering wheel and brake. This will be sad for those who relish the thought
of driving this sim but will not be able to meet Papyrus's excessively tough
minimum requirements.