Handling felt loose throughout, and was not made better by Kia Canada having to shrink its course due to the lack of available space.
Not exact matches
These
handle a lot like the Rumnog Pecan Cookies in Veganomicon (which are awesome, as well)-- the dough
feels really
loose, but you if you have faith and roll them and go with it, they cook great.
It's a solid introduction into FH's
handling, which
feels like it occupies a sweet spot between Forza Motorsport's precision and the
looser, more forgiving
handles of a Ridge Racer game.
I found when switching from GS mode to Sport mode,
handling lacked, and things
felt loose.
The car
feels sporty up to a point, but when pushed in the corners the
handling becomes
loose.
I think the «professionals» that do the test drives are so diluted with the massive range of cars trucks SUV's etc that they drive they
loose the ability to fine tune what matters to the specific group of people into this type of car... Also there is a lot of room in the front seat - seems to have endless adjustment to it - I am a huge guy 6» 3 and 250 pounds and just to
feel like the Santa fe I have to have the seat upwards, I will slowly adjust this back as I get used to the car... Also no one wants to discuss the arguments about the 19 inch wheels adding a little to the ground clearance - an engineer showed me this huge equation that in the end said it added 1.45 inches... who knows... But I am impressed with the power, I thought it was slightly bigger and more powerful that the CX - 5 and
handled just as good maybe better off regular roads....
Key to any racer, off - road or not whether it's realistic or arcade is a solid
handling modelthat makes you
feel like your driving the vehicle to its limits, all the time just keeping your grip on the road and dragging every second of time out of the poor screaming machine, but the
handling in Nail'd simply lets you drive around everything at max speed and
feels loose and light, and never once does it
feel like your actually racing on dirt or mud.
Playground have tweaked the
handling to make it a little more forgiving and a bit
looser — more prone to sliding and drifting, and easier to control and correct when it does — making racing
feel a little more on the edge and visceral, something which Forza has been missing in previous installments.
Again, this lends a much
looser, arcade style
feel to the proceedings, as does the way the game
handles loot.
The
handling of walking around
feels pretty
loose, and poorly optimized for the kind of game that this tries to be.
The
handling feels much
looser and improved over previous versions of the game, which makes MXGP 3 funner to play.