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Rec.Autos.Simulators Archive

NFSPU - Demo vs Retail?

4 posts by 3 people · 13 Apr 2000 - 14 Apr 2000

Mark D 13 Apr 2000#278427
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.
Mark D 14 Apr 2000#278090
In article <8d6d3v$do3$[email hidden]>, [email hidden] wrote: <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 Coral 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.deja.com/ Before you buy.
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 On Thu, 13 Apr 2000 07:28:17 GMT, Mark D <[email hidden]> wrote:
Quoted text (21 lines)>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.
(unknown) 14 Apr 2000#278219
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 In article <[email hidden]>, [email hidden] (Malcolm MacKay) wrote:
Quoted text (18 lines)> 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 > > On Thu, 13 Apr 2000 07:28:17 GMT, Mark D <[email hidden]> wrote: > > >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 itwould > >be in the same ballpark as, say, GT on the PSX. The car seems tohave > >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 littlebraking > >required, possibly none at all if you get your lines right. Arethere
Quoted text (13 lines)> >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.

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