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A follow-up to “The Real Racing 3 Problem: What Do You Play When the Race Is Over?”
When we published our piece asking what you play when the race is over, the problem was simple: Real Racing 3 had left a hole that wasn’t easy to fill.
The game wasn’t perfect, but it managed to combine something most mobile racers never quite figured out — the feeling that you were actually driving a car rather than controlling one.
The cars had weight.
The tracks mattered.
Braking mattered.
And when you finally put together a clean lap, it felt earned.
Since then, I’ve been testing alternatives, and I may have finally found a mobile racer that deserves to be mentioned in the same conversation.
Not because it has hundreds of cars.
It doesn’t.
Not because it perfectly recreates Real Racing 3.
It doesn’t.
But because when you put your phone down after a race, you get something that has been surprisingly difficult to find since RR3 disappeared:
the feeling that you actually drove.
The Car List Isn’t the Point
Let’s get the biggest problem out of the way.
If you’re coming from Real Racing 3 because you want an enormous garage filled with road cars, GT cars, hypercars, Formula cars and everything in between, this isn’t going to replace it.
The diversity simply isn’t there.
And that’s important.
Real Racing 3 built part of its identity around the sheer number of cars available and the progression that came with collecting, upgrading and racing them.
This game takes a different approach.
There are fewer cars, but the experience behind the wheel is considerably more important.
And honestly?
That’s a trade I’m willing to make.
Because I’d rather have ten cars that are genuinely interesting to drive than 100 cars that feel like variations of the same experience.
Then You Start Driving
This is where the game surprised me.
The first thing I noticed was the steering.
And not necessarily in a good way.
The cars are extremely sensitive.
On a controller or steering wheel, that sensitivity might be manageable. On a touchscreen, however, the difference between making a small correction and suddenly moving across the track can be significant.
You find yourself constantly managing the steering rather than simply driving the racing line.
It’s not game-breaking.
But it is something the developers could improve.
Give Us Calibration
A proper steering calibration system would make a huge difference.
Let the player determine how much steering input is required to reach maximum lock.
Give us sensitivity.
Give us a dead zone.
Give us a curve.
Give us the ability to decide whether the first 20 percent of touchscreen movement should produce a gentle steering response or immediately begin turning the car aggressively.
That kind of calibration could transform the experience.
Because underneath the control issue is a driving model that deserves better inputs.
The Brakes Need Work Too
The second issue is braking.
The brakes are sharp.
Very sharp.
There is something satisfying about being able to attack a braking zone, but the current response can feel more like an on/off switch than a brake pedal.
And that creates another opportunity.
Give us brake pressure.
Imagine a system where the amount of pressure applied directly controls the braking force.
Light touch?
Progressive braking.
Push harder?
More pressure.
Maximum pressure?
Maximum braking.
That would also make downshifts feel considerably more natural because the player could combine brake pressure with engine braking rather than simply hitting maximum braking every time.
It sounds like a small addition.
It isn’t.
In a proper racing simulator, braking is one of the most important interactions between driver and car.
Give the player more control over it and the entire game becomes more engaging.
But Then There Is the Weather
This is where the game earns serious credit.
The varying track conditions are excellent.
And this is one of those features that makes you realise why a good racing game doesn’t need hundreds of cars to be interesting.
When the conditions change, your driving has to change with them.
Grip changes.
Braking points change.
Your confidence changes.
A corner that you could attack aggressively in one condition suddenly requires respect in another.
That is exactly what racing should feel like.
It’s not simply:
Car + track = lap time.
It’s:
Car + track + conditions + driver = lap time.
And that is something Real Racing 3 understood remarkably well.
The Missing Voice From the Pit Wall
There is one feature I’d love to see added.
The pit wall.
Not necessarily a full-blown Formula 1-style radio system.
It doesn’t need to be complicated.
Just give us audio communication.
“Rain approaching.”
“Tyres are overheating.”
“Two laps remaining.”
“Car behind is closing.”
“Track conditions improving.”
Even simple messages would make a huge difference.
Because racing isn’t supposed to feel like you’re driving alone inside a vacuum.
The pit wall gives the driver information.
It creates urgency.
It creates atmosphere.
And perhaps most importantly, it makes the race feel like an event rather than simply another session.
This Is Where Real Racing 3 Still Has the Advantage
And this is why I wouldn’t call this the definitive Real Racing 3 replacement — at least not yet.
RR3’s greatest strength wasn’t necessarily one individual feature.
It was the combination.
The cars.
The tracks.
The progression.
The licensing.
The events.
The sound.
The visual presentation.
The feeling of having an enormous automotive world sitting inside your phone.
The new generation of mobile racers seems to be taking pieces of that formula and rebuilding them individually.
One game might have better physics.
Another might have better graphics.
Another might have more cars.
Another might have better multiplayer.
But very few have managed to put everything together.
This game comes surprisingly close to the driving experience, which is why it deserves attention.
An 8 Out of 10
So where does that leave us?
For me, this is an 8/10.
And that’s a strong 8.
The steering needs calibration.
The braking needs more progressive control.
The car selection needs greater diversity.
And the pit wall needs to start talking.
But underneath those criticisms is something important.
I actually want to keep driving it.
That’s the test.
Not how many cars are in the garage.
Not how impressive the menu looks.
Not how many upgrades you can buy.
Do you finish a race and immediately want to run another?
Here, the answer is yes.
And that is exactly what I’ve been looking for since Real Racing 3 went away.
Maybe We Don’t Need Another Real Racing 3
Perhaps that’s the lesson.
The mobile racing community has spent months looking for the next Real Racing 3.
But maybe that’s the wrong question.
Real Racing 3 had more than a decade to become what it was.
Trying to recreate that entire ecosystem immediately is probably unrealistic.
What we should be looking for instead is a game that understands why people stayed with RR3 for so long.
It wasn’t just the cars.
It was the driving.
It was learning a circuit.
Finding a braking point.
Hitting the apex.
Getting the exit right.
And then looking at the stopwatch and realising you had found another tenth.
That’s the addiction.
And this game understands it.
It isn’t perfect.
It isn’t Real Racing 3.
But for the first time since the end of RR3, I’ve found myself thinking:
Maybe the race isn’t over after all.


