Speaking of traditional racers, how about I touch on Forza for the time being, as I've always considered their entries to be the pinnacle of such games. Of course, you could substitute this for any racing game out there that devotes insane amounts of resources to nailing the sounds, materials, tracks and everything else connected to the world of racing. Every new entry I'm blown away to see the miniscule details thrown in, adjustments to traction, distortion of engine noises, the impeccable gleam of the light off the hood, diffusion through the window pain, rain peppering the side mirror, it's as though the Forza developers are actively attempting to supplant reality with their attempts at recreating an unmatchable racing experience. Their dedication to accuracy is such, in fact, that during the height of the recent Pandemic, when no racing events could be held, Forza remained the one outlet through which Racers could continue their sport in exhibition matches. (It also allowed them to try out a newly constructed track which none of them had the chance to try out in real life yet.) If you want to feel like you're racing around in that car you've always seen from afar, Forza and it's ilk are the exact games for you, making them the ideal must-own for any and all car geeks out there.
Bridging between those two sides of the issue we have Need for Speed, the racing game that looks impressively faithful to life at face value but has about as little interest in being 'realistic' as Mario Kart does. Typically focused around bringing big and powerful super cars to the hands of the sensibly-challenged, NFS has a tendency to air towards a style-over-substance approach to the overall package. Which is completely fine if all you want to do is feel cool for a little bit. Hitting top speeds and pulling of drifts allday, the purpose of Need for Speed is to serve as the racing genre's equivalent of a power trip, which it serves admirably making it a great entry point to racing games. In fact, the first racing game I ever played to completion was a Need for Speed. Although I wonder if their zeal might have faded off in the decades since the 90's, because that certainly does seem where their particular sense of 'presentation' was birthed from. Regardless, casual fans will always have time for a new NFS entry, as long as one get's made. (It's been a hot minute, hasn't it?)
And then there's Driver. What is there to say about this game? Driver was a driving, crime drama game that, once upon a time, was looked on upon as a competitor to GTA. Perhaps its most lauded entry would be 'San Francisco' which abandoned any vague pretence to realism that the series might have flirted with through natural association of it's subject matter and celebrated bizarre surrealism instead. These developers took every opportunity they could think of to come up new and interesting situations for a car-themed racing title to go through, such to the extent that it remains one of the most unique games of it's type to this day. Jumping into the minds of other drivers in order to assist your main objective, or racing through a city of frozen pedestrians is just the tip of the iceberg. 'Driver: San Francisco' offered a glimpse at how truly diverse driving games could be if only they weren't so stringent, which would make it a must play if it was actually actively sold anymore. Which it isn't.
Of course, my comparisons are slightly contrived as the genre of racing/driving games is big enough to satisfy all comers no matter what it is that they look for. And, naturally, the question of which approach yields the better game is subjective at best and asinine at worst; but what fun is it being part of a nerdy fandom if you can't host pointless and stupid death matches against oneself? Thus when I weigh up the benefits of the realistic approach against the fantasy approach, and taking into account this is my personal opinion, I have to say that more often than not realism equals a better end product. Perhaps that comes from a certain design ethos of the teams who make each respective game, put I just think it comes down to the fact that making a fantasy driving game epic requires unflinching creativity and dedication, whereas making a realistic racing game just requires dedication. It that an oversimplification? Undoubtedly. But it does look good under a summary, now doesn't it?
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