Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
I haven’t ever posted news from the GT series since re-launching the site in 2019, but based on the latest trailer below decided I probably should. By definition this probably is in simulation territory. As I’ve said before, a bad sim is still a sim… And if this is a good sim, on a console, why not?
The official gameplay trailer below features the Daytona roadcourse layout from both the cockpit and trackside. I noticed both angles were from the same lap, so have combined them in my version you can also see below.
My opinion on the trailer is mixed. You can probably get a realistic experience out of GT7 and I love seeing real-world race tracks and whole fields of cars in a title like this… However, what’s with the understeer? Hopefully it’s just an ‘easy’ default setup.
Official trailer:
View this video on YouTube. Please consider subscribing to RSC’s channel.
My edit combining the angles:
View this video on YouTube. Please consider subscribing to RSC’s channel.
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