Part 2/11:
The journey begins with the developer expressing disappointment over how current racing games fail to convey real speed. They demonstrate this with a humorous example: despite driving a car at 130 mph, the visual cues in most games make it feel like a leisurely cruise at 55 mph or less. The lack of visceral sensation leaves players feeling underwhelmed, and the developer states outright that they want to evoke a sense of fear and excitement akin to a "maniac" driver—something missing entirely from existing titles.