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One more thing, don't listen to peeps who say the physics sucks. You just have to know a bit more about driving than the average arcade racer. Cars flipping, not getting around corners = not knowing how to drive/making mistakes. Like in RL, you can't just enter a corner at high speed then slam on the brakes and expect to power slide around it. With no ABS you lock up, slide and sometimes spin. Basically lose control and potentially flip. The same in Solar Crown.
For reference point, I have played The Crew and The Crew 2, Project Cars 3, Forza Horizon 4, Wreckfest, Dirt 2, Grid Legends, Iracing, Race Room, Automobilista 2 and others. Even with my G27 not really working like it should in the demo, I had a blast. You're punished for hitting things. It's less forgiving than other open world competitors. It's a true street/off road racer that requires your driving skill. You can see KT's rally experience influence in track design. With super tight corners, and race lines with difficult to master street circuits, some are like urban point to point rally tracks. It was great, I loved it.
If you want to career through guardrails you can, but you lose time. Hitting lampposts and bus stops, no problem, but you lose more time. In general, you will lose control more easily, slide out more easily, flip your car more easily than other arcade racers, but when you nail it! Ah, the satisfaction. True Simcade. I liked it.
I'm generally fine with most things apparently, Forza Motorsport/Horizon, Grand Turismo, Project Gotham, Dirt, hell even GTA was workable.
The main ones I've found really unnatural was Crew series, and F1 series.
Penalized for walls and objects isn't bad, Horizon's taken bit too much liberties with just demolishing things with very little penalty (though the lighter your car the worse off it is to the point where cars under 1000LBs actually get screwed if you hit any obstacles). Mainly just checking if cars'll least behave like an actual car as opposed to a character running around the map modeled as a car, bit extreme example but ghost recon in arcade mode ended up feeling like it, and some other games to a certain extent.
If there's something I don't have issues with in TDUSC it's car handling. The cars I drove the most were Alpine, Audi Q7 and Aston Martin DB11.
Its a mess,some cars tend to oversteer, especially at 1st gear, some can't even turn properly around corners, the controls regardless whether on a control pad or a steering wheel both feel just weird. The Nissan 370Z is supposed to be a 4WD vehicle IRL, but in this game, it doesn't reflect that in this game. The Fiat 500 Arbath is ridiculous at cornering, it tends to flip over quite often like as if its made out of card board. Hitting curbs, or any obstacles in fact, have a stupid effect of flipping cars aover especially the curbs, hitting obstacles because the poor car physics during corners, mean hitting a lot of walls, obstacles which just slows you down way too much, if it's AI controlled vehicles driving through them, they don't get penalised for driving through curbs around corners, or driving through obstacles such as sign boards, environmental destructible objects etc.
force feedback on a wheel is terrible
no where near sim level, better then the crew 1&2
in some ways they tried to be more realistic then most arcade games
in the end they created something worse then NFS or Forza Horizon
have to wait and see if they get it dialed in before launch, it does have some potential
arcade physics can be both great and terrible at the same time
forza horizon is a perfect example,
it has GREAT physics for an open world game
and it has TERRIBLE physics for a racing game
opinions on arcade game driving should be limited to people with bipolar disorder