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How we test racing games

How we drive racing games before we score them, what a score weighs and where stints, save points and comfort notes come from.

10 noticesAbout 2 min to read

01Which cars join the garage

Racing and riding games that players in the UK can start today on at least one mainstream console, computer or phone. We favour games you buy once, where every car and track is earned by driving, and leave out games built around paid random items, timed offers or coins that hide what things cost.

02How we drive them

For many evenings and well past the opening championship, on a pad and, where the game supports it, on a wheel. We look through any store and expansion, try online races and chat, set up the family controls, check comfort and accessibility settings and time ordinary sittings before we write a word.

03What a score weighs

  • Handling: how the cars feel, how fair the physics are and how well the game teaches them.
  • Tracks: variety, flow and the joy of a clean corner.
  • World: art, sound and whether the place is worth an evening.
  • Stopping: clear save points, sensible sittings and how hard the game pulls you back for one more race.

04Shift lights and bands

One editorial score out of five, in tenths, shown as five shift lights: whole points light whole lamps and the last lights by the fraction. The score also sets a sector band, borrowed from the colours of a timing screen:

  • Purple sector (from 4.6): One of the finest racing games we have driven: build an evening around it.
  • Green sector (from 4.3): Excellent, with a rough edge or two that the review spells out.
  • Clean lap (from 4.0): Very good for the right driver; the review says who that is.
  • Track limits (below 4.0): Uneven in places, but worth an evening if the style is yours.

05Tyre compounds

A compound describes how a game feels to drive, never how good it is:

  • Soft (S): quick reactions and short, sharp races that keep you on the edge.
  • Medium (M): technical driving: precise lines and patient practice pay off.
  • Hard (H): steady and relaxed, with long, easy-going stints and no rush.
  • Inter (I): changes from one event to the next.

06Stints and save points

A stint is the typical sitting we timed, in minutes. The save point is the natural moment to box, usually after an event, a run or a championship round, where the game saves. Neither changes a score; both help plan an evening.

07Pit stops and safety cars

The strategy screen lays a 10-minute pit stop between two stints, and the radio calls a short safety-car pause every 30 minutes inside a long one: stand up, look into the distance, drink some water.

08Comfort notes

Flashing light, camera motion, cockpit views, volume, grip and long sittings matter in every racing game. Each review notes what we found and which settings help. Always read a game’s own health and safety warnings as well.

09Where the facts come from

Platforms, online features, accounts, expansions and costs come from our own play and are checked against each game’s official pages, which remain the reference for prices and age ratings.

10What we never do

No paid placements, no sponsored scores, no invented facts, no reviews written from trailers, and no advice that treats a game as driving practice.