The handling physics are uniformly superb. The inner city tracks in particular are very well designed, with a nice mix of slow, fast and medium speed corners. Both the cars and the tracks are beautifully modelled. Firstly, Evo GT is absolutely lovely to look at. It would be very easy to get hung up on the RPG element of the game, but to do that would unjustly ignore the work that has gone into the other aspects of the game. But that would be a shame, because you’d be missing out on a truly unique racing game. A word of caution here, however if you don’t think you’re going to be able to buy in to the concept of a game primarily simulating the driver, rather than the car, you’re probably going to want to steer clear (excuse the pun). Yes, SCAR‘s much-maligned driver RPG system is back, only this time, (on the whole) it works, thanks to a comprehensive revamp of the AI. As you can imagine, simulating the level of belief and trust that a racing driver has in their car is very difficult, and the way the team at Milestone have gone about it is undoubtedly the most controversial aspect of the game. So whilst the average Joe would start braking for Donington Park’s Old Hairpin at around 200 metres and take it at 70mph, a racing driver would brake at 75 metres and take it at 100mph. They don’t have the same sense of fear or self-preservation as a normal person. It doesn’t just simulate the car it simulates the racing driver, too. Rather than concentrating on Gran Turismo-style car pornography or super-accurate GTR-style simulation like its competitors, Evolution GT chooses to try and do something different. “Oh, no… not another bloody racing game.” Recognising that the genre is over-saturated, Evolution GT choos es to sit somewhere outside the conventional mould.
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