Wreckfest on a Proper Rig?!
When I think of Wreckfest, I think of crashes, incredible damage modelling and total chaos. One thing that doesn't necessarily come into my mind immediately is "I wonder what this is like on an OSW with state of the art pedals?" That is exactly why I had to give it a go.
Wreckfest itself has come so far since its initial release onto Steam Early Access back in 2013 (then known as Next Car Game). Yes, it really has been around that long. For a long, long time, it was hard to see where the game was heading, if anywhere. It's beginnings were so inauspicious that it failed to make its Kickstarter target before it appeared on Steam Early Access.
Over the last 2-3 of years, Bugbear have worked damned hard. That sustained period of development has resulted in an incredible improvement in the game. That work has really done wonders for Wreckfest, with it blossoming into a seriously fun and complete title. It truly is unrecognisable compared to the first time I tried it a few years ago.
I remember the old Destruction Derby games on the first PlayStation -- this is very much reminiscent of that, but with so much more depth. There's something here for everyone. A huge list of cars and tracks, huge amounts of car customisation and even a physics engine that is far better than you'd think it would be in a game like this.
The physics and FFB really are so much better than I ever expected, because, on the face of it, this is a game entirely about kicking back and having a laugh. I was so pleasantly by the way it felt on my OSW. The car itself was intuitive, drove in a believable manner and even features heel and toe! I liked it so much I even did a full on stream with it last night.
Despite all that, the highlight has to be the damage model. Utilising soft body damage physics reminiscent of BeamNG, you are already assured of a damage model that most sims can only dream of. Not only that, but there's a detailed damage model under the bonnet too. Brakes, suspension, engine and the gearbox are all susceptible to increasing levels of damage. To have a damage model that is this detailed, in a game with depth and purpose is such a massive step forward for the racing/driving game genre.
Sometimes we get so lost in the more serious sims that we sometimes forget to just kick back and have fun. This title basically forces fun on you with its nature, with a hint of something deeper under the bonnet.
I truly had so much fun with this, so I hope you enjoy the video as much as I did making it!