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Let me first state that I know this is a music sharing section, but I really can't find a suitable section. Moreover, the engine sound of this game is really a listening pleasure, especially the roar when the revs are at full speed. Combined with the mechanical feeling of manual shifting, the experience is quite immersive. Just think of it as sharing a "mechanical symphony" hahaha
Back to the topic, I want to talk about the competitive environment and balance of this game.
Speed ​​Racing Club focuses on real physics simulation and manual transmission operation. This core mechanism determines that its competitive depth is completely different from mainstream racing games. Most racing games on the market now allow you to pass the level with automatic transmission, or simplify the operation to make you feel happy directly. However, this game goes in the opposite direction, forcing you to learn to follow and toe, maintain the speed, and judge the timing of shifting gears. After a set of operations, you will indeed have a sense of reality and accomplishment like running on a track day.
But here's the problem. The upper limit of manual transmission is indeed high, but the lower limit is also ridiculously low. There can be a whole straight distance between novices and veterans, and many people may be persuaded to quit at the first try. I think this is a threshold for the competitive environment, but it is also part of its charm.
In terms of balance, the core contradiction I observed was vehicle grading and tuning space. Among the more than 70 cars, nostalgic models and high-performance racing cars are mixed together. Although the game will match according to performance levels, the gap between cars in the same level still exists. Some cars are ridiculously strong in their original factory state, while others are simply unplayable without major modifications. This difference actually tests the player's depth of understanding of the game. They need to do their own research and adjustment to find their own car.
The setting of the 20 drivers in the story mode is also very interesting. Each opponent has a different style. Some are good at cornering skills, while others rely on straight-line acceleration to kill you. This forces you not to make one set of adjustments to get to the end, which is too configuration-intensive. You have to adjust the vehicle settings at any time to cope with different competition styles. This is much more interesting than simply brushing the map and running laps.
However, I think the balance in the current version still has room for optimization. The grip parameters of some cars still feel too strong. When leading, it is almost impossible to make mistakes, and the people chasing the car are under great pressure. I hope that we can fine-tune this aspect in the future to prevent a certain model from becoming the absolute son of the version.
In addition, this game is currently in free mode, and there is no compulsion system, which is quite good. You can increase your score purely by practicing your skills. Unlike some games, you can clearly feel the absolute suppression of vehicle performance by players who spend money. This is quite sincere in terms of fairness of competition.
Anyway, this game gives me the feeling that the threshold is high and the upper limit is also high. After playing it, it really exercises the feel and reaction speed, especially the control of the shifting rhythm. Once the muscle memory is formed, the feeling of one person and car is really good. I hope that more event modes and new technologies will be released in subsequent versions to enrich the competitive environment.
If a newcomer wants to get into the trap, it is recommended to develop muscle memory of braking points and tachometer first, and then talk about pursuing top speed. This game really cannot be won by quick reaction, the details determine success or failure.
One final reminder, remember to wear headphones when playing this game, otherwise the sound will be a bit too loud😄