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Real Racing 2
Real Racing 2
from Wikipedia

Real Racing 2
DeveloperFiremint
PublisherFiremint
SeriesReal Racing
EngineMint3D[5]
PlatformsiOS, Android, OS X Lion, Windows Phone 8
ReleaseiOS
  • WW: December 16, 2010[1]
Android & OS X Lion
Windows Phone 8
  • WW: May 22, 2013[4]
GenreRacing
ModesSingle-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

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The HD version of Real Racing 2 showing the "in car" camera option

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]

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

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Real Racing 2 is a racing simulation video game developed and published by Firemint for iOS devices, released on December 16, 2010. It is the sequel to the 2009 title Real Racing and was praised for pushing the boundaries of mobile gaming with its advanced graphics, realistic physics, and intuitive controls using device tilt or touchscreen. The game offers a comprehensive career mode where players progress from rookie status through various championships, time trials, and multiplayer races, featuring 30 officially licensed cars from manufacturers such as BMW, Porsche, and Dodge. It includes 15 tracks, with support for up to 16 AI opponents or players in online multiplayer—a first for iOS racing games at the time. Following Firemint's acquisition by Electronic Arts in May 2011, the title was ported to Android in December 2011, macOS, and Windows Phone 8, expanding its reach across mobile platforms. The game was delisted from the iOS and Android app stores in 2018 and is no longer officially available for new purchases. Real Racing 2 received critical acclaim, earning a score of 94/100 based on iOS reviews, with praise for its immersive gameplay and technical achievements that rivaled console racers. Its iPad HD version won Apple's iPad Game of the Year in 2011 (Australia and ) and is often credited with elevating the standard for mobile racing simulations.

Development

Announcement and production

Real Racing 2 was publicly announced by its developer Firemint on November 12, 2010, as a to the studio's 2009 racing simulation game Real Racing. 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. Development of Real Racing 2 spanned 18 months, beginning in mid-2009 and culminating in its launch on December 16, 2010. 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 and depth. The version's production budget reached approximately US$2 million, a significant for a mobile title at the time that underscored Firemint's ambition to deliver console-quality experiences on handheld devices. Firemint self-published Real Racing 2 for , handling distribution through the without a traditional third-party publisher. Following the game's success, acquired Firemint on May 3, 2011, integrating the studio and enabling EA to oversee subsequent ports and updates under its publishing umbrella.

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 ES2 to deliver advanced visual effects, including real-time shadows, reflections, motion blur, , 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 hardware, Mint3D ensures performance across devices, with enhanced support for displays to provide crisp, high-resolution graphics without compromising speed. The game's physics simulation emphasizes realistic car handling through a unified model applied equally to player and AI vehicles, using identical inputs for , braking, and 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 . 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 device's for intuitive that simulates natural weight transfer and responsiveness. To achieve authenticity, Real Racing 2 incorporates officially licensed assets for its 30 vehicles, sourced directly from manufacturers to accurately replicate models, 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 , which allows for tight optimization and customization tailored to mobile constraints.

Release

Initial release

Real Racing 2 launched on December 16, 2010, as an exclusive title for and devices available through Apple's . The game adopted a model, requiring a one-time purchase of [9.99](/page/9.99](/page/9.99) with no in-app purchases or microtransactions, allowing players full access to all core content without additional costs. Upon release, Real Racing 2 included 30 officially licensed cars from manufacturers such as , , and Chevrolet, spanning various classes for diverse racing experiences. The title featured 15 tracks, designed as fictional circuits inspired by real-world layouts, providing over 40 miles of racing variety. Career mode offered 50 events across five divisions, encompassing 89 unique races that emphasized progression through skill-based challenges. In the months following launch, Firemint rolled out several free updates through to support the 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. These patches focused on expanding content and fixing bugs, ensuring ongoing improvements without requiring extra payments from users.

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 and , featuring enhanced visuals such as higher-resolution textures and more detailed environments to leverage the devices' capabilities. An update later added mirroring support, enabling wireless output to for full HD gameplay on external displays. 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. On the same date, a native version debuted on the for , supporting keyboard and mouse inputs for precise steering and acceleration alongside optional device integration as a secondary controller. 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. These ports involved platform-specific adjustments to ensure compatibility and usability. Input methods varied by device—touch gestures dominated on Android and versions, while the OS X edition emphasized 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 devices, to achieve consistent frame rates without compromising core racing mechanics. As of , 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 and precision in handling. The core control schemes include five primary methods, allowing customization for different playstyles: Method A uses device tilt for with automatic and on-screen braking; Method B adds manual via touch while retaining tilt ; Method C employs touch-based on one side of the screen with automatic ; Method D introduces separate touch zones for , , and braking; and Method E relies entirely on touch inputs across the screen for all functions. These schemes incorporate accelerometer-assisted tilting for intuitive , particularly effective on devices, and can be fine-tuned for sensitivity to reduce oversteering. The single-player experience centers on mode, structured across five progressive divisions—Club Division, State Showdown, Grand National, Pro Circuit, and —that unlock new vehicles and tracks as players advance. 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. Beyond , 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. races appear in later divisions, testing sustained performance over extended distances with and management considerations. Car customization plays a key role, enabling tuning of suspension, s, and on 30 licensed vehicles to optimize handling and speed for specific events. Difficulty scaling enhances accessibility through adjustable AI opponent strength, ranging from easy to expert levels that alter rival aggression and lap times. assists, such as aid to prevent spins and braking assistance for , can be toggled or set to low/medium/high to suit novice or advanced players, ensuring progressive challenge without frustration.

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 or connections, allowing for shared-screen or networked races without an connection. Additionally, the iOS version introduced Party Play mode, enabling up to 4 players in wireless split-screen multiplayer through , requiring an and supported hardware like the iPad 2 or iPhone 4S for enhanced visuals on a larger display. 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. This mode, a first for iOS racing games at launch, integrates with Apple's Game Center for seamless hosted sessions across devices. Leaderboards track performance in time trials and races, providing ongoing global rankings that reflect players' career progress and encourage repeated challenges. 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. 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. These elements tie multiplayer engagement to single-player advancements, as career unlocks influence online eligibility and rankings.

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 , offering extreme speed and advanced aerodynamics. GT and race variants, like the 2010 BMW M3 GT2 and the 2010 , cater to competitive play with tuned suspensions and powerful outputs derived from professional racing specifications. Customization options provide depth to progression, focusing on both visual and enhancements. Players can apply visual upgrades including custom paint colors and official liveries inspired by real racing teams, adding personalization without altering core authenticity. covers components such as tires for improved grip, suspension adjustments for better cornering, for enhanced stopping power, and exhaust systems to optimize engine response, all unlocked through mode earnings.

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 , and technical sections incorporating tunnels, bridges, and long straights to test driver precision and speed management. 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, corners, and chicanes that demand adaptive lines and braking strategies. Multiple layouts exist for several tracks, allowing for varied race experiences within the same , while the overall collection supports up to 16-car grids on circuits optimized for both short sprints and endurance-style events. 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 like , prioritizing consistent track surfaces for fair competition across sessions. 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
Representative examples highlight the design diversity: McKinley Circuit offers a twisty, elevation-heavy layout reminiscent of European hill climbs, challenging players with successive corners and crests that reward momentum control, while King's Speedway provides a flat configuration ideal for high-speed banking and side-by-side . Lap records on these tracks, as tracked by efforts, typically range from under 40 seconds on short ovals to over two minutes on complex road courses, underscoring the spectrum of technical demands.

Reception

Critical response

Real Racing 2 received widespread critical acclaim upon its iOS release, earning an aggregate score of 94 out of 100 on based on 18 reviews. Critics consistently highlighted the game's technical achievements, with awarding it 9 out of 10 and praising its status as the premier racing title on the , noting every aspect from visuals to career depth justified the price. Pocket Gamer gave it a perfect 10 out of 10, calling it a phenomenal showcase of features and that epitomized iOS gaming excellence. TouchArcade lauded it as the current king of iOS racers, emphasizing its compatibility across devices and overall polish. Reviewers frequently praised the graphics quality, describing them as stunning and a significant leap from the original Real Racing, with detailed car models and tracks that pushed mobile hardware limits. The realistic physics were another standout, offering spot-on handling that conveyed speed and weight while balancing simulation accuracy with accessibility across 30 licensed vehicles. The depth of the career mode drew particular acclaim for its lengthy structure, divided into five divisions with diverse events like head-to-head races and time trials, providing engaging progression and replayability. Criticisms were minor amid the praise, though some noted occasional control sensitivity issues, particularly with tilt steering leading to initial oversteer and frustration during early races. A few outlets pointed out limited variety relative to console racers, with progression starting from basic models that could feel restrictive before unlocking premium options. The HD version for was similarly lauded for its enhanced visuals, with sharper car models and backgrounds that capitalized on the larger screen, earning IGN's 9 out of 10 for surpassing the iPhone edition in every measure. In contrast, the Android port received praise for its graphics and gameplay.

Commercial performance and awards

Real Racing 2 achieved notable commercial success following its December 2010 release, becoming one of the top-selling mobile and demonstrating Firemint's prowess in the genre. This performance, alongside titles like Flight Control, directly contributed to ' acquisition of Firemint in May 2011 for an undisclosed sum, integrating the studio into to bolster its mobile gaming portfolio. The game achieved strong initial sales in the iOS , helping to elevate the visibility and popularity of premium racing simulations on mobile platforms. In terms of awards, Real Racing 2 won Pocket Gamer's iPhone Game of the Year and Overall Game of the Year at the 2011 Pocket Gamer Awards, as well as Best Sports/Driving Game in the same ceremony. It was also nominated for Racing Game of the Year at the 15th Annual in 2012.

Legacy

Impact on the series

Real Racing 2 established a benchmark for realism within the Real Racing franchise, directly shaping the development of its successor, , released in 2013. The game's emphasis on authentic physics, licensed vehicles, and detailed environments laid the groundwork for subsequent entries, which built upon these foundations to deliver even greater scale and immersion. For instance, expanded the roster to include hundreds of cars from over 50 manufacturers and incorporated dozens of real-world circuits, evolving the series' commitment to simulation-style racing while maintaining the core handling model refined in Real Racing 2. Technically, Real Racing 2's proprietary Mint3D , developed by Firemint, proved instrumental in the franchise's progression. This high-performance , optimized for mobile hardware with features like real-time shadows and particle effects, was extended and enhanced by (Firemint's successor under EA) for later titles, enabling more complex visuals and physics without compromising frame rates on touch devices. The 's innovations allowed the series to push graphical boundaries, influencing not only but also other EA mobile projects by demonstrating scalable 3D rendering tailored to and Android platforms. In the broader mobile racing genre, Real Racing 2 elevated expectations by prioritizing officially licensed content and console-like fidelity. This influence helped redefine mobile gaming's potential for high-end racing experiences, blending accessibility with technical depth. The game's design was particularly praised for its accessibility, facilitating the transition of console-quality racing to touch-based controls on mobile devices. Offering multiple input options—including , virtual wheels, and screen swipes—Real Racing 2 made precise handling intuitive for newcomers while satisfying experienced players, thus broadening the appeal of simulation racing to a wider on and later Android platforms. This user-friendly approach, combined with broad device compatibility, played a key role in popularizing immersive racing on portable touchscreens.

Discontinuation and availability

Real Racing 2 was delisted from the Apple App Store and Google Play Store in 2018 as part of Electronic Arts' (EA) decisions to streamline its mobile portfolio and discontinue support for older titles. This removal was driven by the game's incompatibility with evolving iOS and Android operating systems, which required significant updates that EA deemed unfeasible for a legacy product. Additionally, rising maintenance costs for an aging title contributed to the discontinuation. As of 2025, the game remains playable on compatible older devices for users who purchased it prior to delisting, allowing redownloads via account history on supported versions or through APK sideloading on Android. However, official multiplayer servers were shut down on November 30, 2013, rendering online features inaccessible and limiting play to single-player modes. Preservation efforts are led by fan communities on platforms like and EA forums, where users share guides for accessing the game via legacy hardware or unofficial APKs. Emulation options are limited due to the game's mobile architecture, but remains a common method for Android preservation. retrospectives, such as those highlighting the game's "forgotten" status amid its historical influence, further sustain interest among enthusiasts.

References

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