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Real Racing 2
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| Real Racing 2 | |
|---|---|
Cover Art featuring the BMW Z4 M Coupe Motorsport and Chevrolet Corvette C6.R GT2 | |
| Developer | Firemint |
| Publisher | Firemint |
| Series | Real Racing |
| Engine | Mint3D[5] |
| Platforms | iOS, Android, OS X Lion, Windows Phone 8 |
| Release | iOS
|
| Genre | Racing |
| Modes | Single-player, multiplayer |
Real Racing 2 and 2 HD for the iPad release, is a 2010 racing game, developed and published by Firemint for iOS, Android, OS X Lion and Windows Phone 8. It was released on December 16, 2010 for iPhone and iPod Touch,[1] powered by Firemint's own Mint3D engine.[5] A separate iPad version was released on March 11, 2011.[6] On January 11, 2012 Real Racing 2 was confirmed as one of twenty-seven titles to be released on Windows Phone as part of a partnership between Electronic Arts and Nokia.[7] The game is the sequel to 2009's Real Racing, and the download requires a one-time payment. It was a critical and commercial success, and a further freemium sequel, Real Racing 3, was released in 2013.
Since 2021, the app is not purchasable[8] and is only available if already purchased before its official removal.
Gameplay
[edit]
Control in Real Racing 2 is similar to that of its predecessor. The player is given five different control methods from which to choose: Method A features accelerometer steering (tilting the physical device to the left to turn left and to the right to turn right), auto accelerate and manual brake; Method B features accelerometer steering, manual accelerate and manual brake; Method C features a virtual on-screen steering wheel to steer, auto accelerate and manual brake, Method D features a virtual steering wheel to steer, manual accelerate and manual brake; Method E features touch to steer (where the play touches the left side of the touchscreen to turn left, and the right side to turn right), auto accelerate and manual brake. Within each of these options, the player can modify the amount of brake assist and steering assist, as well as selecting to turn on or off "anti-skid". In Methods A and B, the accelerometer sensitivity can also be modified.
When the player begins career mode, they have a choice of purchasing either a Volkswagen Golf GTI Mk6 or a Volvo C30. After purchasing their first car, the player moves on to the "Club Division" race class. The game as a whole is divided into five divisions; "Club Division", State Showdown", "Grand National", "Pro Circuit" and "World Series". Each division is further broken down into numerous individual races. Most races involve competing against fifteen AI opponents, but there are also two car head-to-head style and four car elimination races. After completing a certain number of goals, the player can move on to the next division, with the ultimate being to win the final race in the "World Series" division, the "Grand Finale". Throughout the game, when players reach specific goals, they are awarded bonus cash by in-game sponsors, which they can use to purchase new cars or upgrade their existing cars. In total career mode encompasses five divisions with fifty separate events and a total of eighty-nine races.
Other ways to play include a quick race, open time trials (which are connected to online leaderboards using Game Center), local multiplayer, online trial leagues and sixteen player online multiplayer mode.
Cars and locations
[edit]The game features thirty officially licensed cars and fifteen tracks on which to race.
These cars include a 2010 BMW M3, a 2010 Chevrolet Corvette C6.R, a 2005 Ford GT, a 2010 Jaguar RSR XKR GT, a 2010 Lotus Evora, a 2010 Nissan GT-R, a 2008 Volkswagen Scirocco R and a 2010 Volvo C30 STCC. Upon completing career mode, the player is awarded a 1995 McLaren F1 GTR.
The locations (which are fictional) include McKinley Circuit, Forino Valley, King's Speedway, Montclair, Richmond Plains, Sonoma Canyon, Krugerfontein, Notting Forest, Alkeisha Island, Aarlburg Forest, Mayapan Beach, Chengnan, Castellona Bay, San Arcana and Balladonia Raceway.
HD version
[edit]Real Racing 2 HD was released specifically for the iPad and iPad 2 on March 11, 2011. In April 2011, it was updated to take advantage of the iPad 2's mirroring function to utilize dual-screen gaming on an HDTV in 1080p. It requires the Apple Digital AV Adapter or an Apple TV as part of AirPlay Mirroring, which is included in iOS 5.
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 94/100[9] (HD) 91/100[10] |
| Publication | Score |
|---|---|
| IGN | 9/10[11] |
| Pocket Gamer | 10/10[12] |
| TouchArcade | |
| 148Apps | |
| AppSpy | 5/5[15] |
| Slide to Play | 4/4[16] |
| TouchGen |
| Publication | Award |
|---|---|
| TouchGen | Game of the Year (2010) |
| Slide to Play | Best Graphics (2010) |
| Slide to Play | Best Racing Game (2010) |
| Slide to Play | Game of the Year (2010 - runner up) |
| Pocket Gamer | Best Sports/Driving Game for iPhone & iPod touch (2011) |
| Pocket Gamer | Game of the Year for iPhone & iPod touch (2011) |
| Pocket Gamer | Overall Game of the Year (2011) |
Real Racing 2 has received a great deal of critical acclaim, surpassing even that of its predecessor. The iOS version holds aggregate scores of 94 out of 100 on Metacritic based on eighteen reviews.[9]
IGN's Levi Buchanan scored the game 9 out of 10, giving it an "Editor's Choice" award, and writing "Real Racing 2 is without a doubt the best racing game in the App Store today [...] With excellent handling and beautiful visuals, Real Racing 2 lays down a new marker for iPhone sim racers."[11] Chris Hall of 148Apps scored the game 4.5 out of 5, echoing Buchanan in calling it the best racing game on the App Store; "in the racing sim category of the App Store, there really isn't another game that is as impressive as Real Racing 2."[14] The Appera's Daniel Silva claimed it to be the best racing game on the App Store; "Real Racing was the king of racing games on the App Store when it was released, and kept that title until now. The only thing to replace that is the sequel which makes the original seem like child's play. Real Racing 2 is fantastic, and I can't recommend it enough."[18] AppSpy's Andrew Nesvadba scored it 5 out of 5, stating "Real Racing 2 is the perfect pocket companion for fans of racing titles and a definite must grab."[15]
Pocket Gamer's Tracy Erickson gave it a score of 10 out of 10, also giving it a "Platinum Award", and stating that "rare is a game like Real Racing 2 where not one major feature is lacking, not one element is out of balance, not one piece doesn't contribute to a sense of fun. From the lengthy career and groundbreaking 16-player online races to the spot-on handling and meaningful vehicle tuning, everything about Firemint's sequel is ideal. No other racing game on any portable device delivers such a complete package, nor matches its elegant style."[12] Pocket Gamer awarded it Best Sports/Driving Game for iPhone & iPod touch, Game of the Year for iPhone & iPod touch and Overall Game of the Year in 2011.[19] Slide to Play's Shawn Leonard scored the game 4 out of 4, saying "Real Racing 2 is the showcase racing game on the iOS platform. Not only is it a more attractive package over its outstanding prequel, but the sharp focus on being a legitimate simulation racing game takes it to a new plateau."[16] It would go on to win awards for "Best Graphics" and "Best Racing Game", losing in the category of "Game of the Year 2010" to Angry Birds.
TouchArcade's Eli Hodapp scored the game 5 out of 5, and echoed other reviews in calling it the best racing game on the App Store. However, he went further, arguing it may be the best game in any genre on the App Store; "it's without a doubt the current king of iOS racing games. I'd go as far as calling it the perfect iPhone game. The controls are perfectly suited to the platform, the graphics are fantastic, and Real Racing 2 is compatible with every iOS device [...] There aren't many other games that showcase what the iOS platform is capable of more than Real Racing 2, so much so, that Apple should just be bundling it with their devices. Do not miss this game."[13] TouchGen's Nigel Wood gave the game 4.5 out of 5 and an "Editor's Choice" award, writing "Firemint have once more crafted the ultimate racing game on iOS devices [...] Real Racing 2 is near perfect and out performs the original in every aspect." The game would go on to win TouchGen's "Game of the Year 2010" award.[17]
During the 15th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Real Racing 2 HD for "Racing Game of the Year".[20]
References
[edit]- ^ a b "Real Racing 2". IGN. December 16, 2010. Retrieved June 25, 2013.
- ^ Imran, Awais (December 22, 2010). "Real Racing 2 For Android Now Available For Download". Redmond Pie. Archived from the original on January 7, 2012. Retrieved August 28, 2013.
- ^ Slivka, Eric (December 22, 2011). "Real Racing 2 Hits Mac App Store with iPhone Controls". MacRumors. Archived from the original on October 19, 2013. Retrieved October 18, 2013.
- ^ Acevedo, Paul (May 22, 2013). "Mass Effect, NBA Jam, Real Racing, Tiger Woods arrive on Windows Phone as Nokia exclusives". Windows Phone Central. Archived from the original on October 19, 2013. Retrieved October 18, 2013.
- ^ a b Scott, Jeff (December 16, 2010). "Real Racing 2 Launches Today – We Get the Details From the Developers". 148Apps. Archived from the original on November 27, 2013. Retrieved August 28, 2013.
- ^ Viticci, Federico (March 2, 2011). "Firemint Announces Real Racing 2 HD with Enhanced Graphics for iPad 2". Macstories. Archived from the original on June 3, 2013. Retrieved August 28, 2013.
- ^ "A list of the 27 EA games with timed Nokia Lumia exclusives". WMPowerUser. January 11, 2011. Archived from the original on May 13, 2014. Retrieved August 28, 2013.
- ^ Real Racing 2 – Google Play store
- ^ a b "Real Racing 2 for iPhone/iPad Reviews". Metacritic. CBS Interactive. Archived from the original on November 13, 2012. Retrieved June 27, 2013.
- ^ "Real Racing 2 HD for iPhone/iPad Reviews". Metacritic. CBS Interactive. Archived from the original on June 3, 2018. Retrieved June 18, 2018.
- ^ a b Buchanan, Levi (December 20, 2010). "Real Racing 2 Review". IGN. Retrieved June 27, 2013.
- ^ a b Erickson, Tracy (December 16, 2010). "Real Racing 2 Review". Pocket Gamer. Archived from the original on June 2, 2013. Retrieved June 27, 2013.
- ^ a b Hodapp, Eli (December 17, 2010). "'Real Racing 2' Review – The Perfect iPhone Game?". TouchArcade. Archived from the original on May 17, 2013. Retrieved June 27, 2013.
- ^ a b Hall, Chris (December 17, 2010). "Real Racing 2 Review: Still The King of iOS Racing Games". 148Apps. Archived from the original on May 17, 2013. Retrieved June 27, 2013.
- ^ a b Nesvadba, Andrew (December 16, 2010). "Real Racing 2 Review". AppSpy. Archived from the original on June 6, 2013. Retrieved June 27, 2013.
- ^ a b Leonard, Shawn (December 16, 2010). "Real Racing 2 Review". Slide to Play. Archived from the original on July 12, 2013. Retrieved June 27, 2013.
- ^ a b Wood, Nigel (December 31, 2010). "Real Racing 2 Review". TouchGen. Archived from the original on June 5, 2013. Retrieved June 27, 2013.
- ^ Silva, Daniel (December 16, 2010). "Real Racing 2 Review". The Appera. Archived from the original on July 19, 2012. Retrieved June 27, 2013.
- ^ Usher, Anthony (April 8, 2011). "The Pocket Gamer Readers' Choice Awards 2011: The Winners". Pocket Gamer. Archived from the original on March 11, 2016. Retrieved March 15, 2021.
- ^ "2012 Awards Category Details Racing Game of the Year". interactive.org. Academy of Interactive Arts & Sciences. Retrieved November 22, 2023.
External links
[edit]Real Racing 2
View on GrokipediaDevelopment
Announcement and production
Real Racing 2 was publicly announced by its developer Firemint on November 12, 2010, as a sequel to the studio's 2009 racing simulation game Real Racing.[8] The initial reveal was made via press email, sharing only the game's logo and teasing further details to come, with the announcement generating buzz in the mobile gaming community ahead of its iOS release.[8] Development of Real Racing 2 spanned 18 months, beginning in mid-2009 and culminating in its iOS launch on December 16, 2010.[9] The project involved a core team of 38 Firemint employees, supplemented by external contractors, reflecting the studio's commitment to elevating mobile racing simulations with enhanced graphics and gameplay depth.[9] The iOS version's production budget reached approximately US$2 million, a significant investment for a mobile title at the time that underscored Firemint's ambition to deliver console-quality experiences on handheld devices.[10] Firemint self-published Real Racing 2 for iOS, handling distribution through the App Store without a traditional third-party publisher.[9] Following the game's success, Electronic Arts acquired Firemint on May 3, 2011, integrating the studio and enabling EA to oversee subsequent ports and updates under its publishing umbrella.[5]Engine and technology
Real Racing 2 is powered by Firemint's proprietary Mint3D engine, an in-house developed technology designed for high-fidelity 3D rendering on mobile platforms. This engine leverages OpenGL ES2 to deliver advanced visual effects, including real-time shadows, reflections, motion blur, depth of field, and particle systems, while rendering expansive 3-mile tracks with up to 16 vehicles featuring unique textures and behaviors at stable frame rates. Optimized specifically for iOS hardware, Mint3D ensures performance across devices, with enhanced support for Retina displays to provide crisp, high-resolution graphics without compromising speed.[11] The game's physics simulation emphasizes realistic car handling through a unified model applied equally to player and AI vehicles, using identical inputs for acceleration, braking, and steering to promote fair competition without artificial catch-up mechanics. Advancements in this system include precise AI racing lines that mimic professional driving techniques, enhancing the sense of authenticity in vehicle dynamics. Damage modeling integrates visible deformations and structural impacts on cars, rendered in real-time via the Mint3D engine, allowing collisions to affect performance and aesthetics progressively. Tilt controls are seamlessly incorporated, utilizing the iOS device's accelerometer for intuitive steering that simulates natural weight transfer and responsiveness.[11][12][13] To achieve authenticity, Real Racing 2 incorporates officially licensed assets for its 30 vehicles, sourced directly from manufacturers to accurately replicate models, performance characteristics, and visual details. Engine and exhaust audio is similarly derived from licensed recordings, ensuring sonically faithful representations integrated natively into the Mint3D framework without third-party middleware, which allows for tight optimization and customization tailored to mobile constraints.[14]Release
Initial release
Real Racing 2 launched on December 16, 2010, as an exclusive title for iPhone and iPod Touch devices available through Apple's App Store.[3][1][15] The game adopted a premium pricing model, requiring a one-time purchase of [9.99) with no in-app purchases or microtransactions, allowing players full access to all core content without additional costs.[16][17][9] Upon release, Real Racing 2 included 30 officially licensed cars from manufacturers such as BMW, Nissan, and Chevrolet, spanning various classes for diverse racing experiences.[3][18] The title featured 15 tracks, designed as fictional circuits inspired by real-world layouts, providing over 40 miles of racing variety.[19][20] Career mode offered 50 events across five divisions, encompassing 89 unique races that emphasized progression through skill-based challenges.[21] In the months following launch, Firemint rolled out several free updates through 2011 to support the iOS version, including additions like six new racing events and multiplayer enhancements in February, as well as seven more career events and performance optimizations by July.[22][23][24] These patches focused on expanding content and fixing bugs, ensuring ongoing improvements without requiring extra payments from users.[25]Ports and versions
Following the initial iOS release, Real Racing 2 received an HD variant tailored for larger screens and improved hardware. Real Racing 2 HD launched on March 11, 2011, exclusively for the iPad and iPad 2, featuring enhanced visuals such as higher-resolution textures and more detailed environments to leverage the devices' capabilities.[26] An update later added 1080p AirPlay mirroring support, enabling wireless output to Apple TV for full HD gameplay on external displays.[27] The game expanded to additional mobile platforms in subsequent years. The Android port arrived on December 22, 2011, with optimizations for diverse screen sizes ranging from smartphones to tablets, as well as varying hardware specifications to maintain smooth performance across devices running Android 2.1 and later.[28] On the same date, a native version debuted on the Mac App Store for OS X Lion, supporting keyboard and mouse inputs for precise steering and acceleration alongside optional iOS device integration as a secondary controller.[29][30] The Windows Phone 8 adaptation followed on May 22, 2013, incorporating touch-optimized controls with multiple layout options to accommodate the platform's capacitive screens.[21][31] These ports involved platform-specific adjustments to ensure compatibility and usability. Input methods varied by device—touch gestures dominated on Android and Windows Phone versions, while the OS X edition emphasized mouse and keyboard for desktop play—necessitating recalibrated sensitivity and UI scaling. Performance tweaks focused on lower-end hardware, such as reduced graphical fidelity on entry-level Android phones and Windows Phone devices, to achieve consistent frame rates without compromising core racing mechanics.[31][30][28] As of 2021, the game has been delisted from major app stores and is only available to users who previously purchased it.Gameplay
Controls and single-player modes
Real Racing 2 offers players a variety of input options tailored to mobile and console platforms, emphasizing accessibility and precision in handling. The core control schemes include five primary methods, allowing customization for different playstyles: Method A uses device tilt for steering with automatic acceleration and on-screen braking; Method B adds manual acceleration via touch while retaining tilt steering; Method C employs touch-based steering on one side of the screen with automatic acceleration; Method D introduces separate touch zones for steering, acceleration, and braking; and Method E relies entirely on touch inputs across the screen for all functions.[32] These schemes incorporate accelerometer-assisted tilting for intuitive motion control, particularly effective on iOS devices, and can be fine-tuned for sensitivity to reduce oversteering.[33] The single-player experience centers on Career mode, structured across five progressive divisions—Club Division, State Showdown, Grand National, Pro Circuit, and World Series—that unlock new vehicles and tracks as players advance.[33] This mode comprises 50 events encompassing 89 races in total, blending short sprints, multi-lap circuits, and challenge series to build skills and earnings for vehicle purchases.[34] Beyond Career, players can engage in Time Trial mode for solo lap record attempts on any unlocked track, fostering mastery of lines and braking points without opponents. Endurance races appear in later divisions, testing sustained performance over extended distances with fuel and tire management considerations.[35] Car customization plays a key role, enabling tuning of suspension, tires, and aerodynamics on 30 licensed vehicles to optimize handling and speed for specific events.[33] Difficulty scaling enhances accessibility through adjustable AI opponent strength, ranging from easy to expert levels that alter rival aggression and lap times. Driving assists, such as steering aid to prevent spins and braking assistance for optimal stopping, can be toggled or set to low/medium/high to suit novice or advanced players, ensuring progressive challenge without frustration.[36]Multiplayer features
Real Racing 2 offers robust local multiplayer options designed for head-to-head competition on compatible devices. Players can engage in up to 8-player sessions via local Wi-Fi or Bluetooth connections, allowing for shared-screen or networked races without an internet connection.[37][38] Additionally, the iOS version introduced Party Play mode, enabling up to 4 players in wireless split-screen multiplayer through AirPlay, requiring an Apple TV and supported hardware like the iPad 2 or iPhone 4S for enhanced visuals on a larger display.[39][40] The game's online multiplayer expands competition to a global scale, supporting up to 16 players in real-time races with automated matchmaking to pair participants of similar skill levels.[11][37] This mode, a first for iOS racing games at launch, integrates with Apple's Game Center for seamless hosted sessions across devices.[13] Leaderboards track performance in time trials and races, providing ongoing global rankings that reflect players' career progress and encourage repeated challenges.[11][38] Cross-platform play in Real Racing 2 is limited to devices within the same ecosystem, such as iOS or Android separately, with no support for full cross-play between iOS and Android versions due to distinct server infrastructures.[37] Social features enhance connectivity through Game Center on iOS, allowing friend invites for peer-to-peer matches and achievement sharing, while the Android port utilizes Google Play Games for analogous functionality.[11] These elements tie multiplayer engagement to single-player advancements, as career unlocks influence online eligibility and rankings.[38]Content
Vehicles
Real Racing 2 includes 30 officially licensed vehicles from prominent manufacturers such as BMW, Chevrolet, Ford, Jaguar, Lotus, McLaren, Nissan, Volkswagen, and Volvo. These cars span a range of performance levels and styles, enabling players to progress from entry-level production models to high-end racing machines. The licensing agreements with these brands ensure highly detailed 3D models that closely replicate real-world designs, along with authentic engine sounds captured from actual vehicles to enhance immersion. The vehicles are grouped into categories such as road cars, supercars, and GT/race cars, allowing for diverse racing experiences across different events. Road cars, suitable for beginner and intermediate challenges, include models like the 2010 Volkswagen Golf R and the 2010 Ford Focus RS, which emphasize agile handling and everyday drivability. Supercars represent pinnacle engineering with examples such as the 2012 McLaren MP4-12C and the 1995 McLaren F1 GTR, offering extreme speed and advanced aerodynamics. GT and race variants, like the 2010 BMW M3 GT2 and the 2010 Chevrolet Corvette C6.R, cater to competitive play with tuned suspensions and powerful outputs derived from professional racing specifications.[41] Customization options provide depth to vehicle progression, focusing on both visual and performance enhancements. Players can apply visual upgrades including custom paint colors and official liveries inspired by real racing teams, adding personalization without altering core authenticity. Performance tuning covers components such as tires for improved grip, suspension adjustments for better cornering, brakes for enhanced stopping power, and exhaust systems to optimize engine response, all unlocked through career mode earnings.[42]Tracks and locations
Real Racing 2 features 15 fictional race circuits designed as original creations inspired by real-world racing venues, encompassing a total of over 40 miles of detailed track layouts including speedways, city circuits, and road courses. These tracks emphasize variety in design, with elements such as urban streets for tight maneuvering, countryside roads with flowing turns, high-speed ovals for drafting and overtaking, and technical sections incorporating tunnels, bridges, and long straights to test driver precision and speed management.[14][38] The circuits are grouped into diverse environmental settings, ranging from coastal bays and forested areas to arid plains and mountainous valleys, each presenting unique challenges like elevation changes, hairpin corners, and chicanes that demand adaptive racing lines and braking strategies. Multiple layouts exist for several tracks, allowing for varied race experiences within the same location, while the overall collection supports up to 16-car grids on circuits optimized for both short sprints and endurance-style events.[38] Time-of-day cycles add realism and tactical depth, with select tracks available in daylight, twilight, or full night conditions, where reduced visibility influences corner approach and headlight usage. Weather effects are limited to static atmospheric details without dynamic precipitation like rain, prioritizing consistent track surfaces for fair competition across sessions.[14] The complete list of tracks includes:- Castellona Bay
- McKinley Circuit
- Richmond Plains
- Montclair
- Maypan Beach
- Aarlburg Forest
- San Arcana
- Chengnan
- Krugerfontein
- King's Speedway
- Alkeisha Island
- Sonoma Canyon
- Forino Valley
- Balladonia Raceway
- Notting Forest
