If you have just bought rFactor you might feel slightly puzzled and wonder "so.... that's it?" Cars and tracks are not meticulously recreated from real life counterparts, but rather are pure fantasy, thereby avoiding the branding fees currently plaguing PC simulation titles) and initially the cars will feel quite slow and perhaps not very exciting to drive. Additionally, your first laps may well result in you getting hit by faster cars as you motor along in the smallest unmodified car as formula and group sports cars whiz around the tracks much faster than you. Be patient, and rest assured that during this review you will find out how to get the most of rFactor in terms of enjoyment and driving satisfaction. Rather than the feel of big time professional racing that you get with GTR, rFactor feels like a friendly SCCA Regional or National event (Club Racing). The fun in some of the "small-bore" cars is as exciting as thrashing a GTP all over the track. Matching the right car for the right track in rFactor is a key — try the ZR at Sardinian or the F3 mod at Mills Grand Prix and you'll get a good track-to-car feel. Load up a stock Howston at Sardinian and you'll go crazy. If you only lust for the most high-powered cars in rFactor, you're missing the point — and much of the fun. And this game is very fun. We like the handling and the limit is also much easier to 'feel' than in other games, so you can tell you're at the limit, and recover from minor excursions "over the line". Body roll, braking, weight transfer all seem very well modeled. Some items did not make it into the initial release but developers ISI have promised updates, and with the distribution of rFactor being entirely web-based, updates can be added as they are finished.