

There were a lot of little elements that helped make this game so fun, most of it had to do with the diverse selection of appropriate mini-games, as well as the ability to customize just about every aspect of your car. EA's penchant for great soundtracks kicks in with this game like many others, with notable tracks from Snoop Dogg and Queen's of the Stone Age standing out loud and clear as you trick out your ride and race through a neon-lit city in search of fame, glory and a few dollar bills to keep your car(s) looking like it belongs on a magazine cover. It gave gamers an open-world to play around in, tons of vehicles to customize and great graphics to boot.

Need for Speed: Underground 2 was the perfect mix of, well, everything. I tend to get the feeling that Electronic Arts peaked with this game. Even still, rFactor 2's modding capabilities and scalability has made it a fan-favorite in the most sado-masochistic racing communities. While a slot like this might be better served for a game like Project CARS or Assetto Corsa, the problem is that neither game is fully released for public consumption at the moment. It makes for an intense thrill-ride, assuming you have the proper setup – and by that I mean that if you don't have a racing wheel, pedals and a gear-shift, you're not going to be able to enjoy rFactor in the least. Nevertheless, the game has built up an amazing community thanks to it uncompromising aim for realism and physics-based racing centered around real-world momentum and dynamic weight distribution. rFactor 2 is one of those games that are so hard to play that it's tough to enjoy it (just check out this decked out playthrough of the game to get an idea of just how hard rFactor 2 is). Some people like games that are so hard to play that it's hard to enjoy them. I don't like games that are so hard to play that you can't enjoy them.
