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Lizardfolk 最近的评测

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总时数 8.6 小时
Some credit where credit is due: this game just worked with my setup with minimal fuss. I've spent very little time in the menu options and the FFB worked right out of the gate and it even had some preset bindings that carried over from it's calibration. But this is my only good experience with this game.

There's a lot wrong with the game but I'm just going to list my deal breakers that I found difficult to believe that any this passed play testing. There's a lot of big talk about it's physics and how it's going to take the fight to iRacing and Le Mans Ultimate. It's just not there. There's so much grip on extreme slip that I'm actively driving through tire scrubbing to find pace. It's so ridiculous that I'm throttling at over 90 degrees of steering and I gain pace. Weight transfer is vague and muddy feeling. The worst I've ever experienced, including Rennsport.

The track cut penalties feel like they were designed by someone who has never even heard of racing let alone watched any race. How is it that I can save myself from an accident and I get slapped with a 2 second penalty immediately? I can get rammed off track and recover and that also gives me a 2 second penalty instantly? The penalty system is also not dynamic. I can just fully cut a slow section in the grass and it's still the same penalty. At that point I might as well Mario Kart my racing and the system is too dumb to adjust.

Online ranked is peer to peer. That's ridiculous. Are we going to have endurance races through peer to peer too? Cars constantly jitter and the contact modeling through peer to peer is already very laggy on day one. This is not going to survive as an online title like this.

The graphics are not what's advertised. The effects are rudimentary and can make the racing hard to focus on. I play racing sims for the immersion and the rain effects is especially bad for immersion. The spray just look like smoke, the water drop effects looks like canned particles quickly slapped together, DLSS jitters and shimmers and actively distracts you from your driving.

The AI is not only bad, it's the worst AI I've ever seen. I've never seen an AI actively brake on the exit of the corner while on the racing line before. It's like the AI is just programmed to brake whenever they need to change direction. It completely ruins the singleplayer mode because you're forced to spend your money repairing cars over accidents that should never happen. It actively ruins the mode which was a neat concept.

I think the biggest crime of them all. The classic racing classes are boring with physics that are too forgiving. The stars of the show. GTO, British NGTs, GT1s. They all feel the same with slight tweaks. This is a deep fundamental mismatch between the project's stated goals and it's execution. If it's this forgiving, it just makes everything feel like slight flavors of the same thing on a sim rig. Ultimately, that's dull. It doesn't inspire me to drive more of these cars, and that's a travesty in the memory of these legacy classes. I suppose if you want to feel badass sliding the car around constantly and still gaining time, this game will be fine for you. But that's also what Need for Speed is for. Be honest with what your physics is doing. Don't try to sell it as something it is not. After all the talk about how lessons were learned from Project Cars 2, it's not only not better than Project Cars 2, it's a step back in many areas than Project Cars 2 from a decade ago.

Literally play any other sim racing title. This isn't worth your time or money.

2.0 Free Weekend Update:
I gave this game another shot. Genuinely. I didn't close the game as soon as I disliked something. I tried really hard to find better settings than what I felt at 1.0. I now have 3 times more play time than I did at launch, trying to race as much as I can, as hard as I can, as if this was another racing sim I'm taking seriously.

It's still bad. Let's get the severe negatives out of the way. One of the worst FFB I've felt. There's just very little detail on the low end and suddenly there's a lot of strength when something extreme happens to the car. This is really irritating to try and push on and I end up spinning from not feeling the weight transfer but suddenly the wheel jerks out of my hand when the car fully lets go into a spin. This is a step back in car feel almost across the board.

The tire grip issues are still there. You crank the steering angle and force the car to turn at ridiculous slip angles. This is how you're fast here, crack the front wheel unrealistically far and floor through the scrubbing, you gain grip and it never goes away. This is so obviously incorrect that it's unfathomable that there's any sort of real tire model.

Speaking of grip, the changes in grip are too extreme in this game. You can be going over a flat curb that wouldn't upset the car in any other racing sim, but in this sim it violently spins the car. Even on warm tires. MX5 at Gendebien and Le Mans should not just instantly wreck on warm tires touching those curbs. Sometimes grazing the grass means nothing and other times grazing the grass means the car is violently pulled off track. It's really hard to lap properly when grip changes are over tuned like that. Very unfun.

Here are the absolute dealbreakers. The online barely functions. The netcode is a joke. The cars constantly warp and rubber band. It's so bad that it would actually give me damage from lag when I'm a full half second back. I've never seen a racing sim with this bad of a netcode. Not that damage is an issue anyway, because it seems the damage model just completely doesn't work. I've speared into the wall at full speeds and just continued as if nothing happened.

Server crashing and full desyncing is a constant issue. My first race that I registered the server went down mid race. That's it. Just wasted my time I guess. My second race, apparently someone desynced from the grid but collision was still on, so I ghost wrecked him when his car didn't instance on my end at all? He actually reached out to me thinking it was an intent wreck but when we looked back at my POV his car completely disappeared for my entire race. This is thoroughly unacceptable. It doesn't actually matter how well the game implements or performs, if this is how badly servers can perform in this game there is literally no point to the game and the singleplayer is not fleshed out enough for a worth offline experience. You might as well just play the NFS: Shift games for the singleplayer with, honestly, more enjoyable physics.

By the way, Taiwan is still not a selectable option. (It was an option in Project Cars 2.) It's fine, I understand that Ian Bell probably needs some money these days. He needs to sell as much of his soul as he can before it plummets to zero in the very near future.
发布于 2025 年 11 月 26 日。 最后编辑于 3 月 31 日。
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有 91 人觉得这篇评测有价值
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总时数 8.2 小时 (评测时 5.3 小时)
This is the Overwatch 2 of Sim Racing. I'm looking at WRC Generations through the lens of a hardcore sim racing player and a motorsports fan. The WRC games are licensed games from the real world global FIA sanctioned rally series and, as I understand it, seeks to replicate the real life series in a simulator. Those of you who are more casual gamers and are looking for a relatively cheap rallying game to mess around in will find a lot of fun in KT Racing's last WRC title and will likely not encounter or notice a lot of the issues I'm about to list below. It also represents WRC fairly decently to the casual player so there's that if you'd like a racing game that feels like you're participating in a real sport. There's been far worse Single-A niche sports titles out there that get it far more wrong than WRC Generations. Like Cricket 22 or eFootball 2022. Rest assured that this is not eFootball 2022.

With all that said, there's so much that WRC Generations is missing in terms of it's simulation gameplay, online systems, and just overall development progress from KT Racing's previous WRC games that an air of laziness taints this title and makes it an overall subpar experience. This feels like a patch of WRC 10 more than a proper sequel and it's hard to take WRC Generations seriously as a sim racing game. I'll start with the mechanical simulation bits that are wrong or missing.

Setting up a car doesn't always match the amount of gears the car may have. Most cars in the game have 5 gears. But some cars have a 6th and those cars still shows only 5 adjustable gear ratio in it's setup menu. KT essentially applied the same gearing mechanics to every single car without caring about how individual cars might have vastly different gearboxes and how that effects its setup and subsequent gameplay.

Rain doesn't seem to be simulated properly as running soft tarmac tires over rain tarmac tires doesn't seem to have any noticeable drop in performance. I suspect that rain weather simulation was shortcut by just reducing the grip level whenever rain occurred and that just resulted in an obviously wrong experience where the rain tires seem superfluous to the soft tire. Again, very wrong.

The throttle does NOTHING until you reach about 80% throttle input. This is something even casual racing game players will notice if they are on a wheel and pedal set. I've played this game on a controller briefly and this is less of an issue if you are on a controller with a limited range to press on triggers. So it seems KT didn't thoroughly test this game on a wheel and pedal set, let alone an expensive sim racing equipment that has a lot of minutiae in it's inputs that would make a huge difference in drawing out performance in your race car that would be required in other titles like Assetto Corsa, Automobilista 2, or iRacing. My normal sim racing rig is a Fanatec DD1 with VRS pedals. And WRC Generations feels very strange to drive because it's lacking all throttle input for most of my throttle application. The fact that I can set decent times with this being an issue means that the way the car applies power to its wheels is incorrectly modeled as well. If the same thing were to happen to me in iRacing, I would instantly crash.

The handbrake has a strange force applied to the rear. This is something that's new to WRC Generations as I didn't remember WRC 10 being this problematic with its handbrake. But WRC Generation's handbrake has some strange artificial force applied to the rear of the car that pushes the car around and makes it very easy to over-rotate. I'm unsure exactly what this game is exactly doing but it feels completely wrong to how the handbrake locking the wheels is meant to quickly rotate a car.

I'll talk about the differentials very briefly as it's something that a lot of casual players will miss but anybody who knows anything about cars will spot that this is wrong. The 2WD cars in this game have an adjustable differential on both axles. So if you are driving a RWD car, you can adjust the front differential to make the car drive differently. This is unbelievably stupid and it's good evidence that KT Racing just made one car's mechanical simulation and just copy and pasted it with slight handling tuning and called it a day. This is incredibly lazy.

On the subject of differentials... the WRC Rally1 cars have a center differential. This is banned in real life competition. Which makes me think that KT Racing just copy and pasted the WRC 10's top class cars over and made minor changes and called it a day. Again, wrong. And it's a shortcut that shouldn't be acceptable development for a proper simulation studio. You will never see iRacing, Assetto Corsa, or Automobilista just forget about what cars have what mechanical setup and how that effects gameplay and just hope that its audience won't notice.

Rally Sweden is a nice addition, but WRC 10 was missing Rally Monza and while they didn't go back to Monza this year, it would have been nice for KT Racing to rectify Rally Monza being missing from WRC 10 and include it in this game. But they didn't and all of the other locations are recycled with some tweaks from previous WRC games. Disappointing to say the least.

Lastly, I'll talk about the online experience. Two features are missing that's unforgivable to an online sim racing experience. A club or rally event can't be scheduled to start at a specific time. They can only be setup to start at set increments of time. This makes planning for community events and leagues more difficult than it should be. Dirt Rally 2.0 has solved this ages ago and it's shocking that WRC Generations don't offer something comparable. The second unforgivable feature missing is the lack of an updating global time leaderboard while in a club. This is the most basic feature required in any rallying experience. How KT Racing managed to miss this in a rallying simulator game, let alone one that is meant to simulate the official WRC series, could miss this feature for its online community. These are both issues that are there in the previous WRC titles as well.

So, like I said at the beginning of this review. WRC Generations is the Overwatch 2 of sim racing titles. It came out with decent fanfare to the sim racing community and was touted as KT Racing's grand finale as it loses the WRC license to EA. But the more you look under the hood, the more development seems hollow and underachieving. It especially feels like a hollow purchase having bought and even enjoyed WRC 10.

I will give a personal anecdote about WRC Generations as a WRC 10 player. The tarmac physics and feel of WRC Generations somehow feels worse than WRC 10. I thought the tarmac handling and physics in WRC 10 surpassed that of Dirt Rally 2.0. But somehow KT Racing has gone backwards with WRC Generations with the tarmac surface feeling more floaty. Changing surface conditions also feels like it has less feedback throughout the car than WRC 10.

Don't buy this game. If you are a casual player, your money is better spent elsewhere, such as Dirt Rally 2.0. Or, if you want a more realistic experience than Dirt Rally 2.0, go look up the Rally Sim Fans modded edition of Richard Burns Rally. The latter is my real recommendation and, if you can just swallow the bad graphics, will be your true rallying simulation experience.
发布于 2022 年 11 月 23 日。 最后编辑于 2022 年 11 月 23 日。
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一名开发者在 2022 年 11 月 23 日 下午 11:28 作出回复 (查看回复)
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