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Thrustmaster TX F458 Ferrari Italia Edition Review: Stepping Up the Wheel Game

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I remember very distinctly the first racing game I had ever played and where.  It was in the basement of a hotel in Billings, MT where I first put a couple of quarters through the ATARI Night Driver arcade machine.  It was a very basic simulator with white dots coming at you as if they were reflectors on poles.  The game had a wheel and four gears available through a shifter.  It had an accelerator and no brake.  It was the simplest racing game a person could play.  I was pretty young, so it was not as fun to me because I did not do well actually playing it.  Like most kids that age, fun is in the anticipation of playing and putting the quarter in rather than learning the intricacies of a game.

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Throughout the years there were distinct improvements.  I played Pole Position and Enduro on the ATARI 2600, I had my first PC racer with Test Drive (the Ferrari Testarossa was my favorite vehicle) using only the keyboard.  I took a break for a few years and did not get back into racing games until I attended the 3dfx T-buffer demo when I saw the latest NFS 4 (High Stakes) played at 1024x768 with AA enabled.  Sure, it looked like the cars were covered in baby oil, but that was not a bad thing at the time.

One of the real breakthrough titles for me was NFS: Porsche Unleashed.  EA worked with Porsche to create a game that was much closer to a simulation than the previous arcade racers.  It was not perfect, but it was one of the first titles to support Force Feedback in racing.  I purchased a Microsoft Sidewinder Force Feedback 2 joystick.  The addition of FFB was a tremendous improvement in the game as I could feel the tires start to slip and experience the increased resistance to turns.  This was my first real attempt at a racing game and actually completing it.  I still have fond memories and it would be great to get a remastered version with better graphics and physics, while still retaining the simulation roots.

After PU I again stopped playing racers.  The release of Project Gotham racing for the XBox rekindled that a bit, but I soon tired of the feel of the controller and the rumble rather than real FFB effects.  Fast forward to Quakecon 2009 when I saw the first gameplay videos of the upcoming DiRT 2.  This title was one of the first to adopt DX11 that would push the HD 5800 and GTX 480 video cards for all they were worth.  This re-ignited my desire to race.  I purchased DiRT 2 as soon as it was available for the PC and played with the aging (but still solid) Sidewinder FFB P2.

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The box was a little beat up when it got to me, but everything was intact.

Something was missing though.  I really wanted more out of my racing game.  The last time I had used a wheel on a racing game was probably an Outrun arcade machine in the late 80s.  I did some shopping around and decided on the Thrustmaster F430 Ferrari FFB wheel.  It was on sale at the time for a low, low price of $76.  It had a 270 degree rotation which is more apt for arcade racers than sims, but it was a solid wheel for not a whole lot of money.  It was a fantastic buy for the time and helped turn me into a racing enthusiast.

During this time I purchased my kids a couple of low end wheels that use the bungee cord centering mechanism.  These of course lack any FFB features, but the Genius one I acquired was supposed to have some basic feedback and rumble effects: it never worked as such.  So, my experience to this point has been joysticks, bungee wheels, and a 270 degree F430 wheel.  This does not make me an expert, but it does provide an interesting background for the jump to a higher level of product.

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