Well I think most things have already been covered by others, and I'll say that I think the review seems a reasonably balanced effort but one that gets disparaging in a couple of areas which don't appear justified to a regular LFS driver.
The price is one thing that seems to be increasingly used against LFS - the idea of paying £12 per release is somehow "expensive". Of course it all depends on how much you play and consequently appreciate the product, but as already mentioned, £24 is simply not expensive for a continuously developed product with personal involvement/accountability from the devs within the community. Look at what many large publishers do with all manner of sports and simulations titles - crank out the same stuff every year as a full price, new title; but with each release (usually) offering far fewer new features/content than the transition from S1 to S2. Whether or not one enjoys LFS enough to get the most out of S2 doesn't change the fact that the S1/2/3 licensing system represents far better value for the content and improvements than the yearly, almost identical releases of the traditional publishing system. From my
own experience with LFS, I haven't played anything this much for ages and as such I think it's
underpriced compared to the enjoyment per pound ratio of whatever is on the shelves in GAME.
Then there's the physics issues - of which there are certainly many. Now I'll be the first to hold my hand up and admit that I haven't driven a 500bhp GTR car on cold tyres around a track so I have no idea what it should feel like, but I certainly wouldn't be surprised if I struggle to stop it swapping ends on me, until I invent a time machine and start karting and racing from the age of seven like most pro drivers have.
But while the physics (and especially the aero & low speed grip - the two most prominent current failings) are definitely in need of improvement, they are at least 100% consistent. I don't like the way the XRR suddenly loses the back end in a steady low speed corner for absolutely no reason, but after familiarising/learning the car some more, the driving or setup adjustments required to limit it make perfect sense and the car reacts accordingly to whatever changes you make to it. It doesn't react in the
right way each time, but it reacts in the
same way each time; which imho is one of the things that contributes to the immense accessibility of LFS.
I was more disappointed to note that the review fell into the same failing as most other reviews of LFS S2 Alpha, imho. Apart from a token mention at the beginning and end, with the occasional sole reference inbetween, there's a striking lack of caveats in the review regarding the fact that it's not even a beta product yet, it's an alpha. There are several (justified) criticisms of LFS in the review that could/should have been accompanied by the fact that this feature is widely expected to be improved upon by the final release. As it stands, a reader who is less knowledgeable about the concept of LFS may be left thinking that the final S2 for £24 is going to have pretty much the same failings. This is possible, and it's impossible to predict the future, but it seems highly unlikely.
As for the tracks, I thought it was generally known that the newer tracks were squarely aimed at the faster cars in S2. If the reviewer considers South City in a GTR/open-wheeled car to be a moderate challenge, then I'd suggest that the reviewer's driving skill is way in excess of the average racer. If it wasn't for the wide, sweeping turns of Aston, Kyoto and Westhill, more folk would find it prohibitively challenging to get a race in - a far higher proportion of people would just be crashing all the time. And vice versa, if you drive the original/road cars around the longer configurations of the new tracks, the high speed corners do indeed become pointless and dull. But to make such an accusation would, imho, be a case of
missing the point of the new tracks.
If you pair the tracks/configurations with the according car classes (which is just what they do in real life - F1 cars at Silverstone use the full length, relatively fast circuit while most of the other more humdrum stuff uses a much shorter track with tighter corners) then I happen to think the track design is superb, especially if you consider the rationale behind each circuit. Aston, for example, is clearly a fairly historic circuit and as such is never going to have too many slow, technical sections. I don't ever recall this working against Monza, Silverstone, or Spa-Francorchamps. All the tracks have their defining features for me, which makes them all appeal in their own way - from the sunny sand and palm trees of Fern Bay to the dark walls of South City, via two dozen hilly circuits set in middle England's countryside. The biggest failing with the current track selection is not that they're dull to drive round, it's that the environments are dull because they're not different enough. We have Blackwood, Aston, and Westhill. If S2 ever includes any more circuits, we do
not need another hilly, sweeping British track with a palette of greens and greys and browns.
There needs to be more to capture people's imaginations - I don't mean abandoning LFS's realistic colours and designs, but with more obvious variety of locations to appeal to more people. A circuit in the dusty U.S. midwest; or among the heat and jarring concrete of the urbanised areas of the U.S. west coast; or a punishing Canadian circuit with a lot of water about.
Or something obviously Scandinavian, with a low sun peeking over the top of thick, dark forests; or a chilly, bleak, technical circuit that's clearly identified by East European architecture of the nearby town.
Phew, that's me done.