We've talked about iRacing a lot, a fascination that coalesced during "the pando." Mork's obsession with fast car - spurred originally by the release of Tracy Chapman's "Fast Car" in 1998 - found new and startling manifestations in 2020. We went so far as to found a pretend motorsports company - technically, a second time.
The seed crystal for the strip is the fact that nobody in the broader gaming journalism community is sufficiently dedicated to his grotesque appetites. I consider this a blessing. This motor-pimp, slick with grease, won't be satisfied until we're all trying to figure out what lap to change out for fresh slicks.
But this is what we're talking about:
Racing games have had water for a long time. This isn't that - those crude models lack the verisimilitude that writhing perverts like Michael require. This "racing game" - really more of a racing service, or club - one of the reasons it's cool is because part of its simulation is based on lidar scans of world-famous tracks. These things get fed into the wheel contact for driving purposes but also into the haptics. So now you layer these new physics interactions over this uneven terrain, it's out here making puddles and shit where it should, and now the asphalt courses you love are different every lap. Obviously I can never enter into this inner sanctum, this cavern of dark, dork delights, but I can't say I don't, like… get it.
(CW)TB out.