CF, Virtua Racer it was not.
This is where people get confused about CF, with its virtua inspired graphics, people were simply looking at this game as "arcade" physics. Virtua racing was and is so fun because speed is the only real issue. Ofcourse, turning and breaking are important, but not as crucial as in an actual race. VR hits is home with its tire squaling action, wizzing around corners at breakneck speeds. Its totally smooth, and fun.
CF while it looks as though Rebellion tried to "clone" VR, that was, I beleive, not their intention. They may have originally been after a VR clone, yet as things start to unfold, every game since ridgeracer was a clone of VR, some simply NOT as fun. I feel that rebelion decided to throw in a "control measure". Players who jumped in thinking this was VR with 10 tracks were quickly turned off by the apperent oversteer, and quick slides, usually resulting in a choppy spin. Players were expecting to slide out, smoothly, and steer like the cars are fully powerassisted. I was turned off at how the game played, I thought the control sucked, and it was doomed to sit on my shelf forever.
Well, after reading this post, I tried the game again. I quickly remembered how much I disliked the control of this game. But I tried somthing new...
Using the B button, brake, I would simply slowdown to maybe 130 mph, going around the turns. Well this quickly proved to enhance the gameplay and I am a simulator fan( games such as GP2, and IndyCar 2). Playing CF using brakes, and turning decisivley proves to be a fun and challenging change of pace from most other racing games. CF requires that you use your brakes and the cars nimble handeling characteristics to negotiate the corners, NOT its slick tires and loose steering. At first, you will probably slowdown too much, then too little, but after you get around a corner at the right speed, it is a very satisfying experience. I can say that most games for consoles are simply to win, CF is like a real race, you have two goals: to win, and to stay on the best racing line.
CF leaves a few things to be desired, however. First, the framerate gets low, not 15 fps, but 17 or so( i'm guessing) and it plays choppy sometimes, noticed when a section of the track bends back in on itself, causing a massive slowdown( noticed best on Desert Pass ). Also the all around FPS seem just a bit low, Also this game uses 100% polygons, in a CF2, things like trees and signs could easiy be sprites, and scale up( a great detail enhancer, as well as FPS increaser)The only other thing I found bad about this game is the cars can simply beam right by ya. I've had it ( usually have it) to where I m racing neck and neck with the suckers, but sometimes they just blow by me.
Just as a note, I like both styles, my Lynx game ideas are generally with the notion of "arcade" tire-squaling physics. I find the games that have arcade physics to be more fun in the short run, and acceptable in the long run. The simulators are more fun for the long-run, but since they can be tuff to control, the short time ( fresh out da box time )sux, cause' u can't get a good lap in...
Turns, THE bitchin' part.
Apex: Center of turn.
Break point: About 1/4 to 1/3 of the way to the entrance of a turn (in CF, anyway)
Chicane: Tight S turn.
Hairpin: Tight turn, comes 180 degrees.
Double/multi apex: Turn with more than one Apex.
Burly (not a real term as far as I know) but squirming across the track...