GamerZines writes:
With the success of F1 2010, Gran Turismo 5 and Shift 2: Unleashed the racing genre has once again returned to its rightful place as one of the most popular genres in all of gaming, but we can't help but feel that recent releases which purport to be simulation-based are still careering wide of the mark.
Racing games in general are increasingly ignoring key aspects of modern motorsport and have been doing so for a while now. What follows are the seven most important features which racing sims really need to get right.
after playing i can confirm its an arcade sim
but anything to make sims realer is welcome
edit: Gravel Traps
gt5 have good gravel traps you can tell the diff between sand grass gravel and mud when driving on it
which is why it was mentioned in this article.
And like IGN, Eurogame, or 1UP said, as a First Person Shooter Game, GT5 failed miserly, deserving of only a 6 out of 10 score.
I like the stuff in the shift games that rewards good driving, like sticking to racing lines and doing clean laps.
but tyre degradation is in GT5 and definitely affects you when you've worn them out. Gravel traps are a bitch to get out of in GT5. you can't really go any faster than 30 maybe 40mph when you're trying to get out. Mechanical damage is in GT5, although I don't think it's possible to completely total your car. it'll just feel like you're in a gravel trap.
brb gonna play the murder simulator Call Of Duty
GT5 vs Real Cities
www.granturismocup.com/news/a rticle/57/
Just about every racing sim has tyre wear. Sure you might not see balls of rubber coming off onto the track but it sure as well eats into your lap times the more you race on worn tyres.