Racing is a dynamic sport, and for my money rFactor2 captures this changeable nature better than any simulation on the market. The sensation of its driving is pronounced and tangible. As I was drifting a Renault Megane through a fast left-hander at Mills Metro Park circuit and the car was being a Gallic pain in the ass. Too much oversteer through the entry had me struggling to keep the luridly sliding machine on the black stuff. I'd flatspotted both rear tires under braking (too much rear brake bias) and could feel the subtle thump-thump-thump from my Fanatec force-feedback wheel as the unevenly wearing -- and now D-shaped -- boots transmitted their protest. Good thing this was the last lap. It's a shame that my hard-fought victory won't really be celebrated, though, because as much effort as developer ISI has put into the driving, it has thus far neglected just about everything else.



There's quite a bit of meat to rFactor2.
rFactor 2 remains far from finished, but it's now officially available for retail purchase (thus the review). This highly anticipated sequel to 2005's rFactor has carried a "work in progress" beta tag since 2011, but ISI recently decided to remove that label and sell it for $44. That price gets you get the complete game plus one year of online multiplayer ($12 per year thereafter, or you can buy an $85 version that comes with a lifetime subscription). Unfinished or not, there's quite a bit of meat to rFactor2 despite its woeful lack of presentation and side dishes.

Vehicle selection isn't huge, but there's an interesting cross section of classes, including modern sedans and GT cars (Renault Megane and Clio, Nissan 370Z and GT-R, Chevrolet Corvette C.6R); modern formula cars (Skip Barber 2000, Formula Renault, Williams F2, and a generic F1 machine); as well as some vintage open-wheel 1966 to 1968 F1, F2, and F3 racers. Each machine boasts its own unique driving dynamics, and mastering them demands time and patience, but I found my efforts rewarded. There's a wonderful liveliness to the driving model that both challenges and entertains.

Physical Properties

Solid physics are the cornerstone of any quality racing simulation, and rFactor2 handily delivers the goods here. Cars behave realistically and predictably -- a '68 F1 machine on treaded bias-ply tires isn't going to brake or corner on par with a modern single-seater -- and each racing class provides a distinct and singular driving experience that'll absolutely delight wheel and pedal-equipped gamers. For others, I found it playable with a joystick (or even a gamepad) but I had to employ physics-deadening aids like traction control and ABS brakes to accommodate them.

They may look like F1 cars, but the license-less RF2 calls them ISI Formula Masters.

ISI's new tire model factors in heat, durability, and driver abuse to produce uneven wear, flatspots, and even tire graining if you overdrive and overheat your rubber through brake lockups, excessive sliding, or a poor setup. You may also have to contend with day to night transitions, changing weather -- moving rain showers can affect different sections of the circuit -- and evolving grip conditions as the sim's optional Real Road feature progressively "rubbers in" a green track through the race weekend.

rFactor is the most mod-friendly racing simulation out there.
There are only eight tracks in the current release -- four modern circuits, a trio of classic '60s venues, and the fictional Mills Metro Park carryover from rFactor1 -- and, although none of the real-world locales can claim the laser-scanned accuracy of iRacing, they're still convincing representations. This is rFactor, however. It's the most mod-friendly racing simulation out there, so that sparse collection should increase exponentially as the modding community starts contributing.

Where's the Game?

As much as I enjoyed rFactor2's extensively configurable solo race format, there isn't any sort of proper gameplay structure. There's no career or championship mode to engage you, so you're limited to single-weekend events against the well-behaved AI or a sparsely populated (albeit smooth) multiplayer game that's still a work in progress. Graphics are similarly hit-and-miss and, while the new HDR, bloom, and heat-distortion effects represent an upgrade from rFactor1, rough edges like unconvincing wet-weather visuals and an absence of detail on some of the cars is off-putting.

rFactor2's innovative physics and ambitious new weather and track dynamics may keep serious sim racers like myself logging seat time, but that goodwill will dissipate quickly if some of these more glaring deficiencies aren't dealt with quickly. ISI's track record at this kind of stuff is solid, though, so I'm hopeful we'll see a good sim develop into a great one over the next year or two.

I don't need a career mode to find driving bliss -- just me, my car, a full tank of gas, and the open road! And a trunk full of grade-A primo s... no wait, I've said too much. Other than cars that go fast, what's the most important feature for you in a racing game?