Originally Posted by East
Are you serious? The incremental control can be fully adjusted based on how much the wheel on the screen actually turns. Honestly, you can't be serious. You actually took the video at face value only and concocted this response? Perhaps I should have been more clear but the video should have been used as a guide not a 1:1 to what Shift should be. Sheesh...
Furthermore, it would offer a steering reaction similar to what one would use on the steering wheel. Using the thumb pad to get the wheels turning faster then one would with a wheel is not "full control"
True, but I think it's moot. They don't really care enough about keyboard users. Consoles don't have keyboards - that's the majority of the customers, and it's very easy to add either a wheel or 360 controller to a PC to cover the rest.
As for a controller. Forza 2 demonstrated quite well that it's perfectly possible to interpret / translate analogue stick movement into smooth, controlled wheel input. In a way that means you can drive pretty much any of the cars in their game with or without assists and alongside, competitively with wheel users.
But I imagine figuring out how to properly interpret and apply controller input is the least of SMS's worries. The only thing they needed to do with Shift 1 to create shift 2 was get the handing right. From what I've seen so far they haven't done that.
What's "right" - well that's the question
There's no one right, but it's probably easier to code (and spot) what wrong is when you see it
Shift provides more examples of this, thanks to youtube, than probably any other racing game.
Even games that have good handling don't necessarily get every car right. It's not a question of how realistic it is or isn't. Plenty of arcade racing games get it right for example even if most of us want something more challenging. Forza 2 got it right. GTR Evo has its moments.
But, imo, Shift didn't get it right. Twice in a row now. I suppose you might argue that one man's right is another's wrong. Perhaps.