I have played both parts and must clearly say that the first way better than this successor. Actually, the developers have made to the hair Coway physics of the vehicles and the associated realism nothing wrong. SO IS A corkscrew JUMP almost impossible, the rotation stops as if by magic from the vehicle suddenly and usually ends up on the roof, which would be physically impossible at such a rotational speed. But even with long jumps the magic seems to have their fingers in the game so if there is the vehicle during a leap too far forward suddenly sags backwards again outmaneuvered so that it comes right back on its wheels. It had always irritated in creative mode an unusual rotation perfectly to land me at the first part without damage. I find a shame, the the first had made me a lot of fun and also found him not too heavy. Exaggerated twists, jumps and drift's I have inserted in the first part the second time you play yourself, I do not need to display as points in this part