Board Thread:Game Discussion/@comment-29288956-20161102125202/@comment-28165636-20161104160142

Well, this concept/fantasy/dream/fake (take your pick) car has certainly got pulses racing one way or the other, and now we have a controversy on our hands. That's job done to the marketing guys at EA. I suppose the next step will be to see how it drives. How do the game physics translate those insane stats in play mode, and then it will be job done, or not, to the developers. A not so small complication comes with the recently dailed up aggression of the bots, as well as the changes to brake/steering behaviour on low assists.

So as early as the next event when we'll likely get the obligatory "no collisions/damage" caveat, we are gonna see this complication in action. If the monkeys don't send us a patch before then, it will be very interesting dodging bots intent on totaling you, and then somehow win the race - of course you'll be starting at the back, where else? And this brings me to the subject of "real racing" or not. Just where is the reality of starting 22nd on the grid (or last place, wherever that might be) and finishing first within 3, 2, or even 1 lap around an average race track? Other posters have gone through a whole list of things that undermine this "real racing" arguement, so I won't bother.

The FM ought to be congratulated on bring such fantastic graphics and operating physics to a moblie platform, but the fact remains that RR3 is an arcade game, albeit, based on sim principles. So the cars in their stock versions and the race tracks are the sim foundations on which the whole arcade structure is based.

In the end, there is only one question: Are you having fun?