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Where in-depth analysis and logical debate butts heads with blind team loyalty and good old-fashioned name-calling.

The Lineup

From the Bleachers

I've always considered myself a pretty fast virtual driver. Back when I wasn't working the game industry (and, ironically, had time to play games in my free time) I used to run in a league of friends, and could hold my own against pretty much anybody. Without knowing really how or why, I found a way to be fast, whether it was turning laps in TOCA 2, ripping up the terrain in the original Colin McRae Rally games, or burning it up on two wheels in the original MotoGP games from THQ.

Yesterday, however, I quite literally got schooled courtesy of Diego Sartori, creative director at SimBin, the studio behind the upcoming simulation racing game, RacePro. If you've been following the development of RacePro carefully, you'll know that this is the studio's first foray into console racing. I last spoke with Diego back in Novemberto talk about the game itself and its development; this time around, it was all about learning how to make the most of the game's intense focus on realistic driving physics. Sartori had a full schedule of topics to cover, so after some introductory remarks, we hit the track.

Our rides of choice: The Aston Martin DBRS9. The location: The fascinating and tricky Brno circuit, one of my favorite tracks in the world and one I've spent hours on lapping in other games. Sartori likes Brno too; in fact, he's raced there both in the virtual and real worlds, and is quick to point out the bumpiness of the track as one of the things that makes it so challenging. Indeed, in the middle of some of the key turns on this amazingly fun course, the bumps are severe enough to cause your car to almost "leap" off the racing line as the wheels lose traction with the road. Couple that with curves that almost always come in groups of two or more, and you've got a race course that rewards… no, demands smooth driving.

And Diego Sartori is all about smoothness behind the wheel. Practically his first words to me when beginning my lesson were, "We want to take the drama out of racing. Too often people think that the more hectic things are, the better they're doing." Of course, by "drama"Sartori means anything extraneous that you're doing in the car--the superfluous over corrections with the steering wheel, the tap-tap-tapping of the brakes as you look to find the correct speed when entering a turn, the tenuous changing of gears as you try to maximize your revs in and out of turns. As Sartori explained,with some instruction, and lots of careful practice, you can eliminate a huge chunk of that "drama"… and get measurably faster as a result.

What it all boils down to--at least to me--is concentration. Now, of course, anyone who plays racing sims religiously (or even the occasional jaunt in Paradise City) must keep a degree of concentration to keep your car in one piece. What I discovered is that, too often, I'm not concentrating on the right things.

Specifically, corners.Exiting a corneris arguably the most important aspect of any type of racing and the concept is simple: the faster you come out a corner, the more speed you'll have when approaching the next corner. While the concept is simple, executing on that concept is where things get tricky. After all, so many aspects can go wrong in the middle of a corner. You can miss your turn in spot, you can get bumped by another car, you can accelerate too quickly and spin your car in the process… the list goes on and on.

With all of those variables of failure in mind, I began following Sartori around the track at minimal speeds, while he explained the essence of his approach to driving in RacePro. On the importance of corner exits, Sartori had this to say: "At Brno, the exit is hugely important because many of the corners are followed by very long straights. Lacking [2 kmh upon exiting a corner] can cost you half a second or more by the time you enter the next corner."

When it came time to start "removing the drama" from racing, Sartori's first step was to set restrictions for our session: In addition to modest speeds at the outset, we would only be using three gears throughout the entirety of a lap: third, fourth, and fifth gear. This was to minimize unnecessary wheelspin when coming out of a corner which can easily lead to oversteer and, in extreme cases, spinning the car outright. Exiting a corner at a higher gear (in our case, third gear) practically eliminated thatunwanted wheelspin, effectively making the car that much more stable coming out of the turn.

To put it plainly, this felt awkward as hell at first. As long as I've been racing, my philosophy has been to keepmy car'srevs as high as possible. By shifting up a gear, acceleration out of the corner didn't feel nearly as quick; on the other hand, the car felt far more stable than if I had been in second gear, fighting against the tires as they struggled to keep grip to the pavement. Sartori also introduced me to the concept of short-shifting, which in effect is a modified version of what we were doing on the track anyway. Say you enter a corner in second gear. Short-shifting would be to shift to third gear far earlier than you might normally, essentially keeping the car in shape in the process.

The problem with ignoring the lower gears, of course, is that you're sacrificing speed for stability, right? Well, not so fast. If you make the correct adjustments to your driving as you enter the turn, Sartori explained, all of the sudden that third gear exit won't necessarily be as limiting as you think.

Which, of course, brings me back to my original point: concentration. Every corner on a race track is comprised of the same components: braking point, turn-in point, clipping point, and exit. When you're learning a track for the first time, or looking for ways to improve your lap time, it's these four aspects that you should be concentrating on in the car. After all, anyone can point a car down a long straight, press the gas and go fast. It's maximizing that momentum through turns that separates the merely "fast" from the truly quick.

The braking point is, quite obviously, the point you need to begin braking on a track to prepare for the next turn. Though RacePro has a static race assist line, braking lines can differ depending on the car you're driving and the amount of speed you're carrying into a corner. The first thing to figure out, then, is where you need to be hitting the brakes to maximize your car's momentum.

Second there's the turn-in point, which turned out to be my Achilles' Heel at Brno. On most of the corners, I could easily identify the ideal turn-in point; however, it wasn't long before I found my problem spots. Whether due to late-braking, bumpy roads, or drastic elevation changes, it wasn't easy for me to identify the ideal place to begin my turn-in spot. I suspect driving in third-person view in RacePro might help clear up those problems; a wider perspective on the track can help you more easily identify markers you can then memorize for your next go-round on the track. Interestingly, Sartori told me that he prefers the third person view when playing RacePro on a console, but still sticks with the more immersive cockpit view when playing racing sims on the PC.

Assuming that the braking and turn-in points are nailed, the clipping point is easy to identify; it's that ideal spot, where the driver can immediately get back on the gas with a minimum of steering correction, letting the car's natural momentum take it smoothly to the outside of the following straight with as much speed as possible. By focusing the braking and turn-in points, I found that, with practice, it was much easier to find and nail that clipping point and carry more speed on the exit of the corner.

Higher gears in corners to keep the car steady. Preparing for a turn beforehand. Doing as little as possible with the car when carrying it through a turn. Always smooth, always mindful of what is ahead. These are all things that race drivers (both real and virtual) are mindful of to varying degrees. But, having spoken with an obvious master in Sartori, who told me exactly what to focus on and when--even going so far as to follow me around the track, lap after lap, analyzing spots for improvement--helped crystallize the way I drive, and the areas in which I need to improve, in a very clear manner.

The results speak for themselves: Before the session, I was clocking laps at Brno at around 2 minutes, 13 seconds. By the time the session was complete, I managed to cut three seconds off that time. Of course there's still more work to be done--Sartori said he can easily lap Brno in the same car at around 2 minutes 7 seconds. But, then again, that's the great beauty of racing and racing games--there's always someone to look up to, some way to improve. It's just a matter of removing as much drama from the race as you possibly can.

RacePro is scheduled for release on the Xbox 360 in February. Check out the gamespace for new screens and videos of the game.

52 Comments

  • PaseoRacer

    Posted Feb 17, 2009 8:43 am PT

    I can't wait for this one. Picking up my reserved copy tomorrow. If the physics are that realistic than I'll be in heaven. Now I just need some one to develop a Racing Wheel with a "H" pattern shifter and a clutch...

  • BattleAxeRX

    Posted Feb 8, 2009 4:43 pm PT

    This is why I love realism in video games. I absolutely do.
    I'm actually learning. I hate the immatures saying that too much realism is bad, the ignorance in the gaming community is astounding.
    I'm really looking forward to this game now. Happy racing

  • Dukman

    Posted Jan 24, 2009 9:21 am PT

    I would like to see a list of tracks. And here is hoping that they haven't stupified the physics.

  • impl0sion

    Posted Jan 24, 2009 4:35 am PT

    @darkman345, you canot compare grid to this. Grid is a fun game but its so unrealistc it hurts. This game is based looseley on simbin's pc titles which are some of the most realistic around. What we can compare is content and graphics. The graphics won't be as good as grid because codemasters are amazing, but i think there will be more cars and tracks in this.

  • R3DN1N3

    Posted Jan 21, 2009 8:43 pm PT

    While the article itself didn't really tell us anything about the game other than the importance of physics it did however teach me some extra tips on how to be faster.
    I'll use this newfound knowledge of taking the "Drama" out of racing and use it on Forza 2.

  • darkman345

    Posted Jan 20, 2009 11:29 am PT

    i hate to say it.. but will this game be better than race driver GRiD?

  • seankane

    Posted Jan 20, 2009 7:22 am PT

    agentarthur wrote: "sounds as boring as most racing simulation games - most racing games without the fantasy element (wipeout, motorstorm) feel like im driving to work - meh."

    Translation: I dont like sim racing because I'm no good at it.

  • agentarthur

    Posted Jan 18, 2009 2:07 pm PT

    sounds as boring as most racing simulation games - most racing games without the fantasy element (wipeout, motorstorm) feel like im driving to work - meh.

  • rufus76

    Posted Jan 18, 2009 3:13 am PT

    This game is gonna be fantastic just like GTR 2, Race, Race 07, STCC and GTR Evo sadly it will be ignored by all but the die hard sim fans and will win the 2009 Best Game That Nobody Played Award.

  • felipenet7

    Posted Jan 18, 2009 2:01 am PT

    great reviews so far! can this get to 6.5?? every sim nuts out there go and get it and give us your comments! I own a ps3 and now the other console elite so no point trying to call me fanboy! unfortunately this is gonna be a huge flop!

  • Agurr22

    Posted Jan 17, 2009 5:00 am PT

    whats racing WITHOUT drama?

  • SoulPsychadelic

    Posted Jan 16, 2009 10:00 pm PT

    @ snokdruid; Simbin is working on a title for pc as well codenamed toad.

  • MrClean44

    Posted Jan 16, 2009 5:33 pm PT

    Great article....Hummm....Will this hold meh off till GT5 and Forza3?

  • Gryphon700

    Posted Jan 16, 2009 3:15 pm PT

    great article

  • Flipyap28

    Posted Jan 16, 2009 9:15 am PT

    better than forza 3? I doubt it will be

  • snokdruid

    Posted Jan 16, 2009 8:17 am PT

    Damn i wish this was on the PC but we got race 2007 etc and other sim bin games so i can't argue

  • DAAVV-O

    Posted Jan 16, 2009 8:10 am PT

    Fantastic, this sounds like my kind of game! If anything, I'd say this sounds more in depth than GT or Forza.

  • barnz555

    Posted Jan 16, 2009 6:07 am PT

    its bout time the 360 got a real racer!! a game that shows real life car handling and car physics, a game to par the likes of gt on the ps2/3(when finally gets release) forza didnt match up good game played it through but dunno was lacking
    hope this is as good as seems been following it look forward to its release date

  • macacd

    Posted Jan 16, 2009 6:05 am PT

    A fantastic atricle Brian!

  • abbas4evr

    Posted Jan 16, 2009 5:04 am PT

    race 2007 for the xbox.......lets how it fares!!!

  • impl0sion

    Posted Jan 16, 2009 2:22 am PT

    It's suprising how many "virgins" to proper race sims made by teams like simbin are so shocked by realism

  • rab_J

    Posted Jan 15, 2009 7:53 pm PT

    I always thought the secret to racing games was slowing down before turns. I noticed that a lot of amateur players just try to take turns at full speed.

  • FOOZZY

    Posted Jan 15, 2009 6:33 pm PT

    Ooh, I like sims. I won 2 grand worth of stuffs playing GT3 years back. I find that a players demise is over correction and late braking-understeer. Not to mention the people who drive around the middle of the road instead of apexing and such. . .
    I think it's a great change from mindless arcady games, and is more of a challenge. And it's about time a new contender appeared instead of GT and Forza.
    At grnistuart - You said that just to get thumbs down, didn't you lol.

  • mastervirtua

    Posted Jan 15, 2009 6:21 pm PT

    I hope the physics in this game are on par with Gran Turismo. I never liked the physics model in Forza Motorsport. Did not feel quite right. Too twitchy. I can say this since I drive on tracks in real life. A 350Z in Gran Turismo feels like my real one.

  • gnrlstuart

    Posted Jan 15, 2009 3:00 pm PT

    gran turismo is in no way at all realistic.

  • doc18

    Posted Jan 15, 2009 12:28 pm PT

    this games looks good but it seems like GT, something i dislike because of the realism, i tend to go for more arcadey handling car games

  • KingTuttle

    Posted Jan 15, 2009 9:50 am PT

    This game looks great and is a definite buy for me...My only gripes are tweaking some of the anti-aliasing and add some love to the textures inside the cars (my guess is this is still much in development - and love is most likely more focused on the physics/gameplay right now).

  • seankane

    Posted Jan 15, 2009 7:34 am PT

    This was a pretty cool little preview, but it was more a 'basics of racing' than anything about the actual game. And really, if this guy really is as fast as he says he is in the beginning of the article, he should have known all this stuff already. But he was probably just going along with it for the sake of the article. Still a good read for anybody who's getting into sim racing, though. I dont think people realize how much actually goes into being able to go fast.

  • jfvert posted Jan 15, 2009 6:36 am PT (does not meet display criteria. login to show)

    jfvert

    Posted Jan 15, 2009 6:36 am PT (hide)

    Another day another racing sim.

  • jaflash

    Posted Jan 15, 2009 6:23 am PT

    i hope they keep the racing sim stuff like not having automatic clutchs and 3 different levels of traction control i hope they don't water it down for xbox 360

  • Gadeos

    Posted Jan 15, 2009 5:49 am PT

    guymonster, I agree with you. Besides, this is what developers ought to do in order to create expectation around their coming games. Previews like this give you I better perspective of what's to come, giving the game a closer and wider look rather than just playing a Demo. If quality is what we gamers want, I even would like to see more of these type of pre-v or, why not, even full reviews and ratings before date launch. THAT would be interesting and challenging for developers and publishers.

  • renknram

    Posted Jan 15, 2009 5:34 am PT

    Really looking forward to this Racing Sim! I prefer all the realism, grittiness, Grid let me down! Forza although good had that missing element, no dashboard view, tell you the truth Toca3 was one of the best games I ever played on the 1st gen xbox, even though it told a story I still did enjoy it, Rpro in my opinion is gonna be a great game, if not the best racing game on console!

  • snake289

    Posted Jan 15, 2009 4:15 am PT

    I know for sure that this will be a great console version of a great PC racer SinBin make awesome games.

  • guymonster

    Posted Jan 15, 2009 4:14 am PT

    @felipenet7/zedux stop the trolling. You haven't even played the game yet.

  • oneofthefall

    Posted Jan 15, 2009 4:10 am PT

    hmm review was abit strange but maybe it was just me? for instance.. the guy writing the review talks about concentrating and control in a racing game and says that he doesn't do it very often yet he boasts about being a Awesome virtual racer? concentration and control are the key to success in a racing game imo, and keeping an eye on your gauges in a Sim racer, or you just either run out of fuel or blow the engine! imo the guy writing this review gives the impression that he hasnt played a sim before and cuts corners alot (in other words a bad driver),

  • Makaatsu

    Posted Jan 15, 2009 3:31 am PT

    i love how people try and knock other racing games, im a massive racing fan but to claim GT5 is the best after the rather pathetic prologue is laughable. Forza 2 owns the crown and beat Gran Turismo 4 in metacritic score. In fact Forza 1 also beat Gran Turismo 4.....GT lost its title as the best racing sim long ago.Not since Gran Turismo aspec has there been a GT close to its orgional greatness, and that was in 2001. Almost a decade ago! True racing fans know all about SinBin, only fanboys don't, because if they did know about Sinbin they would know they make the GTR series of which has a meta score of 90%.

  • supersonikk posted Jan 15, 2009 1:28 am PT (does not meet display criteria. login to show)

    supersonikk

    Posted Jan 15, 2009 1:28 am PT (hide)

    GT5 for me. This couldn't hold a candle to GRID even.

  • carsondx

    Posted Jan 15, 2009 1:17 am PT

    Who really cares what great racing games are better than other great racing games. I'm sure GRID FORZ2 GTA5, and this new RacePro will all be great games. Its a matter of oinion of course. The eye of the beholder. However doesnt make any game less enjoyable to someone somewhere. Great thing is what one game lacks thats important to one person, another games has to satisfy the same one person. I have no problem with any of these games as they all provide different things that I enjoy about them all. Only problem I would have is if they quit trying to out-do one another to continue to make the all important best racing game possiable. But arguing about which is better I believe is pointless. Instead I'd talk in spesifics about what game lacks what, and how to possiable improve on those inner "inside baseball" details. But thats just how I look at it myself. Personally big fan of all games I mentioned plus looking forward to this one as well. But what do I know. ~CarsonDX~

  • ALLoY1717

    Posted Jan 14, 2009 10:55 pm PT

    @ ahpuck
    That is 'cos the screens have been downscaled. Go the the games page on the site and look at them in their true res, they are much better.

  • The_PC_Gamer

    Posted Jan 14, 2009 10:16 pm PT

    The RACE games (anything by SimBin really) have always been about realism above everything else. That's why they fit so nicely on the PC.... we'll see how the console players react to a little realism

  • slyfox74

    Posted Jan 14, 2009 9:54 pm PT

    grid cannot even come close to anything that simbin has to offer when it comes to racing....sorry ahpuck.

  • ahpuck posted Jan 14, 2009 8:01 pm PT (does not meet display criteria. login to show)

    ahpuck

    Posted Jan 14, 2009 8:01 pm PT (hide)

    Next to Grid, the graphics here look like last generation.

  • Media_Mind

    Posted Jan 14, 2009 7:57 pm PT

    Yeah, GT5

  • Avenger456

    Posted Jan 14, 2009 7:47 pm PT

    Rather wait for GT5

  • allnamestaken

    Posted Jan 14, 2009 7:29 pm PT

    I thought BrianEk got fired! hmm.

  • Shalafein

    Posted Jan 14, 2009 6:33 pm PT

    Looks like fun.

  • felipenet7 posted Jan 14, 2009 5:55 pm PT (does not meet display criteria. login to show)

    felipenet7

    Posted Jan 14, 2009 5:55 pm PT (hide)

    looks a good sim but can't compare it to the PC version! This is a striped out version with the worst graphics I ever saw! Mind you it isn't Simbin's fault but the poor and old 360 limitations! Hope the PS3 exclusive can give Simbin the honor they deserve!

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