

Moreover, the onboard tech feels in the Nevera’s service, supplementing its sense of joy, as opposed to working against it like the Pininfarina Battista’s difficult to see/use video side-view mirrors, and infotainment and instrument panels (that car’s drivetrain and carbon fiber tub are produced by Rimac, by the way). Perhaps this is a result of company founder and CEO Mate Rimac’s experience with his own Model S, of which he described to me the material quality being passable only “if you don't care too much, if you are not really a car person, and you don't care about all the details of the interior and stuff like that.” Seams are even inside and out everything works as it should, and the car doesn’t rattle like a 1970s Italian exotic or a 2020s Tesla. Rimac completes two weeks of quality control assessments on every Nevera it builds, including up to 500 miles of shakedown driving, and it shows. I did most of my driving on the highways, villages and hills of Croatia. But while Rimac, pronounced “ ree-mahtz,” plans to attempt another world record in this pillarless concrete space, for fastest speed achieved inside a building, this was not where I drove the quickest vehicle in the world. It has already set nearly two-dozen world records for acceleration and braking, including hustling from 0-60 mph in 1.7 seconds. When completed early next year, the 800,000 square-foot facility will host continued production of the brand’s flagship Nevera, a 1,914-horsepower, $2.2 million, all-wheel-drive, pure-electric hypercar.

#FLATOUT 2 PORTABLE PSP#
It's a hefty package, and one that will make a substantial and fine addition to the PSP catalogue come its release at the end of February.ZAGREB, Croatia – I was the first American to visit Rimac’s latest headquarters on the outskirts of Croatia’s capital Zagreb. The trademark chaotic racing is intact, and the wealth of options mean that this UMD will certainly find itself nestled in the PSP for some time to come. That said, what is there is undeniably enjoyable, and does a sterling job of bringing the FlatOut experience to the handheld. It's certainly quite a feat shoehorning an Xbox 360 title on to the somewhat less muscular PSP, though in our brief experience with the game we couldn't help but wondering whether some of the track design and graphical assets had found a suitable home on the small screen.

#FLATOUT 2 PORTABLE ZIP#
Graphically, the game at this stage seems extremely robust – proceedings zip along at a steady 30fps, and there's much that will be instantly recognisable to those that have played Ultimate Carnage – though, to paraphrase the words of revered chaos theorist Ian Malcom, there's a nagging suspicion that the developers spent so much time seeing whether they could that they never stopped to ask whether they should. Love is a burning thing, and it makes a fiery ring. It's this multiplayer aspect that looks set to be the most accessed part of the UMD. It's this section of the game that best fits the short bursts of gaming dictated by a handheld, and FlatOut Head On maximises the potential of this by offering multiplayer support for up to four players over a local network and eight player pass and play, whereby a single console can be shared amongst a group.
#FLATOUT 2 PORTABLE SERIES#
For us it's this element of the FlatOut series that has always shone the brightest, as there is an untold amount of joy to be had subjecting the rag-doll to all sorts of humiliation and propelling it to ridiculous heights and distances. Mini-games are also present and correct, with the rag-doll back to receive all sorts of punishment. However, the Head On engine does manage to keep 4,000 trackside objects in play during events, meaning that after only a couple of laps the track will be littered with debris in time honored FlatOut style. Unfortunately, in a concession to the modest processing power of the PSP, these upgrades will not be visible on the in-game models, and serve only to enhance performance. There's also a career mode present, whereby players can choose a vehicle and purchase upgrades using credits acquired in the various game modes. Although the build we saw was a couple of months off completion, it's shaping up to be as faithful as possible a translation of the FlatOut experience. Out on the track, the handling from its elder siblings has remained admirably intact and likewise the physics as the cars bound off each other are also remarkably solid. As opposed to a straight race for first position, Carnage mode sets out a target score which can be achieved by driving as recklessly as possible – be that driving into opponent cars, tearing down the destructible environment or grabbing some good old-fashioned air. First up is Carnage mode, a secondary element of the 360 title that has been pushed to the fore in Head On. Indeed, the initial list of options available is bewildering, as there are a myriad of ways in which to get your automotive fix.
