I hate to sound like I'm twisting this opportunity to say what I've always been saying, but the problem really is the physics. Everything is the same, no matter what car, what speed, and what road. Whether I'm driving a Lotus Esprit or a Ginetta, the driving feels exactly the same. There's no "oh, will this car drift?" running through my mind, no "how fast can this car go on this highway?" TDU2 is missing the difference in cars and their response to terrain, something TDU1 did perfectly. The RUF RTurbo in the first game, for example, was a joy to overtake with; you would hear the turbo spool, feel the car lunge ahead from 60 to 100 in seconds, and then you'd be miles ahead of the car. But then when you got to Kelekole, it would understeer slightly, snapping the tail out if you applied power. This wasn't a problem, though, because the RUF RK Spyder, another car by the same company, could handle these turns with more grace than almost anything.
But in TDU2, the most interesting part I've found is having to wait for other players to go through the one-lane areas of the narrow city/fort roads. Even those, though, are hard to enjoy without the ability to spin your wheels at 100 mph through the cobblestone streets if your attention slips.
The graphics are brilliant, and the setting depth is wonderful, but the moment I step out of my cool treehouse and into some car - regardless of make - I just feel... uninvolved. Nothing makes me want to explore the vehicle's limits, the feeling of power (or lack thereof), or the wheel sliding through my hands as I drift around a perfectly-placed roundabout. There's none of that, no sense of difference. Everything is drive-turn-drive.
And that's why TDU2 is boring. :(
-Leadfoot