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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?

As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.

 

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We’re less than a month out from release and already MotoGP 23 has seen more support, with two patches within days, than SBK 22 got during it’s entire product lifetime. Not that I’m bitter or anything.

Here are the build notes from the first update:

GAME CONTENT

– Riders & Bikes of the Moto3™ has been updated to the latest changes of the current season.

COMMUNITY FEEDBACK

– Following your comments, we have worked a lot to improve game performances and reduce stuttering issues.
– We also have investigated disconnection issues on the LiveGP events to improve the overall experience.

ONLINE

– Online matches: It’s now possible to see how many warnings & penalties has each opponent.
– We’ve slightly changed the format of the events of the LiveGP. Now it’ll be possible to join events during all the planned time slot.

CAREER

– The Manufacturer Leader now changes according to the riders’ final championship position.
– Added combined sessions screen during the P2 of Moto2™ & Moto3™.

GAME INTERFACE

– New curve indicators added on all circuits.
– New Low Fuel indicator in the HUD.

Second update:

COMMUNITY FEEDBACK

– Following your comments, we have worked a lot to improve AI performances in timed sessions

GAME CONTENT

– We added to the game a new section for the MotoGP™ eSport Championship

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