its definately worth 160pts, and its much much easier to play with the wheel.
that said, in my opinion the force feedback is mediocre at best. In no way does it feel natural like when playing PGR3. You literally have to fight the wheel a bit in this game to get the car to do what you want. when you get sideways the ffb countersteer seems like it overcompensates and snaps you in the other direction. While PGR3's system is very communicative just using ffb alone and feels very natural, the only worthwhile communication youll get from TDU is the on screen telemetry display.
The tires feel like you are always driving on crappy all season tires, always loosing traction, understeering like crazy with almost every car. Try to use a little weight transfer to initiate a drift to get you through a tight turn, in most cases the front tires still dont grip and you still slide off the outside of the turn.
Yes, I understand that we now have to brake for turns, which is a refreshing change actually. But whats to explain the increased stopping distances?
Z06fan tested stopping distances with a Z06. haha. Anyways, I think he said a 60 to 0mph stop was about 100 ft before. Which is pretty close to the real car. In hardcore mode the stopping distance is about 150ft. So now thats not so realistic anymore.
Its worth the 160pts as I said, but it did fall far short of my expectations. At least it was cheap.