5 Things We Are Looking Forward To In Wreckfest 2

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Images: THQ Nordic / Bugbear Entertainment
The original Wreckfest was a huge hit, literally, with sim racers and casual gamers alike. With Wreckfest 2 on the horizon, here are five things we are looking forward to in the new game.

Eight years after the release of the original, THQ Nordic and Bugbear Entertainment announced that Wreckfest 2 would be lining up on the virtual start line "soon". Racing game fans and sim racers alike were happy to see this announcement, but as good as the first game was, it certainly was not perfect. Here are the five things we are looking forward to in Wreckfest 2 the most, in no particular order.


5 - Force Feedback Overhaul​

Whilst not a defining factor for many fans of the first game, the Force Feedback support in the original Wreckfest was below the standard of what sim racers expected. When played on any modern steering wheel, you would be at a disadvantage to somebody on a controller, especially when it came to the more competitive online lobbies.

On the freshly-launched Steam page for Wreckfest 2, the Force Feedback is addressed in the game's description. It does not give away very much regarding detail and exact changes and additions, of course, but the modern implementation and expectation of Force Feedback stands Wreckfest 2 in good stead.

"Developer Bugbear went all out, rebuilding its true-to-life physics simulation engine to take full advantage of modern hardware."
Wreckfest 2 Steam page

Modern equipment and simulation have come on leaps and bounds since Wreckfest's initial 2014 launch on PC. Could this be a wake-up call for BeamNG.drive and its developers to kick their FFB offerings up a gear?

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Wreckfest's interpretation of a British BRISCA F2 Stock Car.

4 - In-depth Car Customization​

Wreckfest has always been known for wacky car toppers and a sizable list of car customization choices. However, a promised overhaul of parts, armour and performance upgrades is due to debut with Wreckfest 2. What makes these new additions even better is the intricate component damage simulation being included.

What this means is that specific parts can bend and break off in places. Think of BeamNG's damage model: A bumper can be hanging off from one side and then split down the middle if hit again. Wreckfest 2 could include a similar model.

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As for armour and purely aesthetic customization, the first trailer does not showcase a whole lot. However, do not lose hope. The beauty of a game like Wreckfest 2 is that nothing is taken too seriously when it comes to what content they can include. Expect a wacky trailer showing all of the crazy new toppers and parts arriving in Wreckfest 2 at some point soon.

3 - Better Mod Support​

The beauty of mods is that they keep a game alive well past its theoretical best-before date - look at Assetto Corsa for a prime example. Mods forWreckfest mostly come in the form of Steam Workshop items. These mods have added a whole host of new and exciting content to Wreckfest from cars to Force Feedback changes.

These mods were fantastic for the game, but they are very hard to make, and having just one major source for Wreckfest mods certainly limited the creative potential of the community. Wreckfest 2 has already been marketed as mod friendly from the get-go, however, although the Steam Workshop has been mentioned to be used again.

Store Screenshot.jpg


2. Improved Damage Model​

Wreckfest's damage model was revolutionary back in 2014 when the game was first shown as 'Next Car Game'. However, the standard has been raised dramatically with the bar of soft body physics having skyrocketed to astronomical heights with BeamNG.drive especially.

Wreckfest has three damage modes currently usable in the game, those being normal, realistic and extreme. We expect these modes to be added back into Wreckfest 2, but some adjustments are needed.

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Onboard shot of Wreckfest 2.

With the new damage model announced to be considerably more in-depth, the armour and car customization should evolve with it. The most important thing is that online racing still has that competitive edge, despite the new damage model.

"Wreckfest 2 features even higher crash fidelity, a deeper armor and damage system, more intricate component damage simulation and many more improvements across the board!"
Bugbear Entertainment

1. UK and EU Oval Content​

Whilst there was some fantastic content for the UK and European short oval fans, there could certainly have been more. 'Kingston Raceway' was the most life-like track that could hold oval racing, and the DLC pack 'Banger Racing' added a Ford Granada lookalike, a hearse, and a BRISCA Formula 2 stock car.

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The original UK Banger Racing Car Pack for Wreckfest.

For Wreckfest 2, having these cars as base content would be excellent, and the addition of other similarly-styled banger cars would be welcome by many, we are sure. There were a plethora of online leagues for banger racing on the original Wreckfest, plus the ever-famous banger racing mods for the PC version of the game.

Whilst short oval racing might not be the most popular racing genre, in the world of destruction racing, it is hard to beat.

What would you like to see in Wreckfest 2? Let us know on X @OverTake_gg or down in the comments below!
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Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

More cars from socialist years/countries...Like Lada. This was great idea, this things missing from other games...mostly.
 
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I really hope they put a lot of depth into the career overhaul. Maybe take some inspiration from driven to destruction/eve of destruction. Those games had very cool career modes that helped make the events feel more like actual grassroots racing events.
 
With regards to number 5-Force Feedback. It was pretty terrible out of the box for some DD wheelbases as if the game didn't recognise your wheelbase it would simply consider your wheelbase as a controller, but there was a trick to making it better.

Go to the Wreckfest game files in your steam library and find the "customWheels.json". Open it with Notepad and make sure your wheel has an entry there, if not create one, and add a line to that entry ("ffOveride": "forcefeedback_dd.vffb") - don't include the brackets. This on it's own would get your wheelbase recognised, but the FFB was still pretty dire, so next section.

Then you could use the included BagEdit app to edit the "forcefeedback_dd.vffb" file - there are a large amount of settings there, but if you're used to fiddling around with FFB settings then it should be pretty obvious what does what. Tip - to edit the "forcefeedback_dd.vffb" you first need to move it somewhere else - desktop for instance, edit it, then move it back to it's original position.

This got my DD wheelbase running well enough to enjoy the game, but even so it wasn't the best FFB ever.
 
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Assuming I just have low standards, I found the FFB just fine, Not best in class but no complaints, and found I was pretty competitive using the wheel in cockpit view.

I'd be happy with the current game with VR...
 
What I would like see is in certain events, such as the "Folk Racing" events is a slightly less aggressive AI. This might seem counterintuitive for a title like Wreckfest, but in these events, even though contact is still allowed, racing is the main objective rather than all out destruction.
 

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