Super Racing Sim Review, Part 3 – Live for Speed
July 31st 2009 – Adam Bauman

 

Live for Speed is an independently developed sim that first hit the market back in 2003, since then the game has enjoyed constant on-going development which has resulted in an extremely polished experience. From the beginning the physics engine has been the primary focus of the development team and you can tell the very first time you hit the track. This sim’s graphics aren’t going to blow you away and don’t compare to some of the newer sims, but the game still looks pretty good and gets the job done. That’s not to say that the game doesn’t have its graphical “wow” bits, you’ll be able to watch your tires deform in real-time and the recently updated interiors look great. The game’s audio has also undergone some serious improvements through recent updates which have added a new engine modeling system as well as transmission and brake noises (clatters, squeals, etc.) Tire noise is well modeled and will provide you perfect feedback when you start to overstep the limits.

The game has two different revisions available and will be going through a third in the future. As of right now you can either purchase a S1 ($20) or S2 ($40) license which will unlock differing levels of cars and tracks. Purchasing a license entitles you to free updates of the engine and any content released at your revision level but you will need to pay to upgrade your license if you want access to features in any newer revisions, such as S3 when it eventually releases. Hands down the best deal is a S2 license, you’ll have access to 11 additional cars, three tracks, and just about every server online requires this revision.

Field of XR GTRs

Field of XR GTRs

 

Live for Speed takes a close second to iRacing for ease of setup and input device support. All of the options are presented on a single screen and are very easy to adjust to your liking. You’ll also find that the interface for tuning your vehicle is very well done and gives you the ability to see how your suspensions adjustments going to look and can drop the car to get an idea of how the suspension will travel with your settings.

 

Live for Speed has a respectable vehicle line-up that covers just about every racing discipline you could desire. There are very few real vehicles in the game (the BMW Sauber, Raceabout, MRT5, and upcoming Scirocco) but you’ll find that LFS’s imaginary cars have somewhat familiar shapes and represent all of the most popular drivetrain layouts. Most vehicles have a base model which typically uses a naturally aspirated engine and basic suspension, a sport model which is turbo-charged and a little tighter, and a race prepared variation that pulls out all of the stops. Despite being based off the same chassis these variations feel like completely different cars and each has its own niche to fill.

In-car view of the XR GTR

In-car view of the XR GTR

One thing that LFS falls a bit flat on is vehicle customization. Aside from applying custom skins (which are relatively easy to create) and tweaking the vehicle’s settings there is very little in the way of customization. The sim’s resources are currently locked so you won’t be able to add custom vehicles or modify the existing ones beyond what the game allows. This contrasts sharply to both GTR Evolution and rFactor as they enjoy a large number of custom vehicles that can be added at the user’s whim. While this initially comes off as a serious handicap it does have its benefits. While racing online you can rest easy knowing that everyone is running a vehicle familiar to you that hasn’t been unfairly tweaked and each car is extremely polished and well sorted after years of development.

 

Included with a S2 license are six tracks with multiple configurations and features a test track which includes a skidpad, autocross area, and drag strip. Each track’s configurations are very unique and provide a completely different experience. All together you’re looking at 25 possible track variations if you don’t count the reverses. It is also possible to alter tracks using a clever in-game editing utility that was originally designed for creation of autocrosses courses to add barriers, cones, etc. to create custom challenges, these custom challenges can be shared online as long as they are loaded on the server hosting the game. Live for Speed’s tracks are completely fictional but are excellent drives, have large amounts of personality and look fantastic. Much like the cars you’ll find that the tracks are locked and the ability to add custom user content doesn’t exist.

 

LFS has been tweaked quite a bit since its original release and comes across as a very polished sim. The physics are some the best around and the game’s tire modeling (which includes visual deformation of the tires) is excellent. A player new to the game will be able to get around the track with some practice and a few hints but the seasoned player will find themselves feeling very well rewarded after punishing the hell out of their little simcar to squeeze that last 100th of a second off their lap. All of the cars feel unique and very much alive and the feedback presented to the user through the game’s force feedback system as well as sound and visual cues make you feel very connected to the car. LFS can still snap at you and take a finger though, once you start pushing the car closer to the limit you’ll find that the little mistakes will come back to severely punish you in the end. In this regard LFS isn’t much different than GTR Evolution or iRacing, the difference being that those two titles hold a razor to the player’s neck just waiting for the tiniest reason to slit their throat while LFS takes a little more relaxed approach.

LFS's excellent car setup

LFS's excellent car setup

The sim’s damage system includes deformation of the vehicle model as well as modeling of mechanical failures of your engine due to over-revving, clutch damage (due to poor pedal use, full-throttle shifting, etc.) and my favorite, suspension damage from knocks with walls, cars, curbs, and from pounding the ever-loving crap out of your vehicle by jumping it across rumble strips and generally driving it near the limit for an extended period. Tire damage is also well handled and can include blow-outs if you run a tire too hot or over the wear limit. Flat spots are also simulated from poor braking and skids and can easily ruin a good set of tires early on. The game’s damage and collision system is still a bit wonky at times so it isn’t abnormal to see a car fly ridiculous distances if you hit an obstacle or another vehicle at high speeds.

 

Note the tire deformation on the right.

Note the tire deformation on the right.

From the beginning LFS was designed to be played online and has a large community growing around it. All online statistics and offline hotlaps are tied into your LFS profile which is kept on a centralized server and included in your licensing fee. Also as part of your licensing fee you are given full access to LFS World which is a website that allows you to view your statistics and compare them against the rest of the world, trade messages and skins with other players, manage online events, and a ton of other great race-data based features. While not as well organized as iRacing’s online community it still provides the player with plenty of great opportunities to compete against other racers around the world and a sense of persistent accomplishment with every completed hotlap and race. Live for Speed’s online play is very well sorted and you’ll be hard pressed to find connection issues even when racing with people on the other side of the world.

 

That’s it for Live for Speed, out off all the sims I’ve spent time with it has easily become my favorite. LFS is oozing with personality and isn’t just some pretty face after you take it home. Despite its content shortcomings and inability to add your own cars and tracks it will still keep you busy for a very, very long time. I’ve had a license for over four years and have rarely been found wanting and felt the $40 S2 license was well worth the purchase.

Live for Speed

Developer: Team LFS
Publisher: Team LFS
Released: July 13th, 2003
Platform(s): Windows PC
Availability: Direct Download
Website: Visit

LFS Footage

LFS Demo

The LFS client allows for limited play until unlocked. The demo consists of one track, three cars, and also allows you to play online. The download can be found: Here.

System Requirements

Minimum
1ghz CPU
3D accelerated video
128mb RAM
400mb Free hard drive space

Recommended
2ghz CPU
3D accelerator with 128mb RAM
512mb RAM
1gb Free hard drive space

19 Responses to “Racing Sim Super Review, Part 3 – Live for Speed”

  1. Now i’m not sure I totally concur with you on this article. Even so I am always amenable to original ideas. Probably will have to feel about it. Nice site incidentally.

  2. Hi, perhaps this is not on topic but in any event, i’ve been surfing about your site and it looks very neat. determine that you are passionate I’m making a new blog and hard-pressed to have it look great, and supply good quality content. I have discovered a much on your site and I look forward to additional updates and will be coming back.

  3. Helpful webpage. I wanted to lend a hand and submitted to social bookmark. I hope the traffic to your site go up. sporting updates

Leave a Reply

ComputerSUKI.com is proudly powered by WordPress
Entries (RSS) and Comments (RSS). Sitemap 17 queries. 0.334 seconds.

SEO Powered by Platinum SEO from Techblissonline