GeneRally 2

GeneRally 2

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tcassat 31 May, 2023 @ 8:28am
Let's make a list of things in the car's behavior that we think should change
I'll start:

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1. reverse gear and brake should be two different things

Or at least reverse gear should be less effective when the car is moving. When you are sliding with the car and the side speed is much higher than the front speed, when you brake you make the car move backwards. I don't know if the devs decided to leave this in the game because they thought it's some kind of "pro strats" or something, but I do know that the feeling is just terrible. In GeneRally 1, when you brake hard during a slide, the effect you see on the car is more like locking the wheels in a simulator, the car kind of goes "straight" losing the tangency of the turn, but in GR2 it literally starts moving backwards.

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2. the grip with the asphalt is weird and "unpleasant"

The car seems to have two distinct phases. At certain moments it feels like there is glue holding the car's tires to the asphalt, as someone wrote in one of the reviews, it's as if you were running on butter. But sometimes the car seems to lose all grip, especially when you accelerate out of a corner, and the car goes off like a rocket trying to escape the tangent.

The grip is so weird that the game seems at the same time to have more and less grip than Generally 1, depending on the moment, it's even hard to explain...

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3. inertia is weird

This seems most noticeable to me using the "General" car in both games. In GeneRally 1, when you are at high speed and start turning the car, you notice it spinning on one axis, but by inertia it keeps some of the speed in the original direction, so you get that idea of controlled skidding. It's something 100% intuitive, you realize what's happening and immediately start to control the car properly. In GeneRally 2 there is nothing intuitive about what happens, it's quite incomprehensible by the way, so it's quite difficult to explain it in words. My impression is that the car starts to change direction immediately, but it suddenly "remembers" that there is something called inertia and its behavior changes more or less unpredictably during a corner.

By the way, this strange interaction between inertia and grip is probably also one of the reasons why it is so difficult to keep the car in a decent line, you have to keep doing "micro-corrections" to keep it inside the "racing line" by force. It's a rather unpleasant feeling, actually, and more easily noticeable in high-speed corners. Instead of minor tweaks to keep the car running smooth (GR1), my impression now is that I'm applying "force" to try and get the damn car to the line it refuses to do.


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Well, it's quite difficult to explain these things in words, you would probably need to run simulations with both games to show the differences, but I don't have time for that. If anyone has more things to add or to correct what I have said, I think it would be useful for the devs to try to fix this game because at the moment it is pretty bad.

But let's be realistic here, many of us know the development history of this game and if it arrived in 2023 in this state (incidentally improving 0% since the demo), it is very likely that no one will put the real effort into fixing it, either because of incompetence or lack of interest.
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Showing 1-2 of 2 comments
Curious Chicken Games  [developer] 31 May, 2023 @ 12:54pm 
Thanks for making a detailed list of your feedback - we're working on improvements for the car feel/physics and the brake issue is something that should be fixed in the next patch.
Alfa-Omega 1 Jun, 2023 @ 3:58am 
100% Agree with your explanation.

To add something with the formula car when you go at high speed appears to have a lot of grip (maybe because of a down force simulation) but when you break in a corner the grip disappears... in the exit of the corner the wheels spin a lot... and this problem is even bigger when the tyres are very used making really difficult the slow corners.
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