Having the opportunity to enjoy several Logitech input devices over the years, such as any number of their mice, Wingman controllers, and Wingman flight sticks, it became quite apparent that they (Logitech) have a firm grip (pun intended) on how to do controllers right. Besides owning the most ludicrous share of the mouse market, Logitech has become the definitive thought when it comes to force-feedback technology – the iFeel mouse withstanding (though if you could point us as to where we could get a few of these short-lived marvels, you can be our new bestest friend!). You can bet your butt that we lept at the opportunity (mortally injuring ourselves having not maintained a proper exercise regimen) to put one of Logitech's racing wheel offerings to the test.

Following up their last big hit in the racing arena – the Logitech MOMO Force – with a less expensive, yet similar experience seemed to be the goal. The MOMO Force received numerous accolades, and became the racing wheel to beat. Leave it to Logitech to create competition for themselves!

The Logitech MOMO Racing differs from the MOMO Force in regards to construction for the most part. Functionality-wise, both are more or less identical, and perform the same exact functions and extents thereof. While the MOMO Force featured an authentic leather grip, aluminum footplate (complete with diamond plating design), and a bit more visual flair, the MOMO Racing has done away with the extra niceties in favor of cheaper, though just as effective parts, and an overall improved design. One of the major improvements is the new triple-clamping system the wheel possesses. The MOMO Force yielded an adequate dual-clamp system, though many agreed that a better clamping system would be more than welcome. Logitech apparently agreed, and set things right with the MOMO Racing Force Feedback Wheel.

Before we get too far into this, it's important to understand exactly what Force Feedback is, and how it differs from the Vibration Feedback found in most gamepads. While this is probably obvious to most, it doesn't hurt to reiterate.

Force Vibration generally employs one or more 'vibrating' motors that vary in intensity according to the programming of a particular game or other piece of software. Force Vibration can be found in most console games for the PS2, Xbox, and Gamecube, and to a lesser extent, PC and Mac games. Most gamepads – save those that employ wireless functionality – are Force Vibration enabled. Force Vibration creates an added and interesting depth to gaming – one of feel, though somewhat limited in respects to overall ability.

Force Feedback offers the missing component of feel that Force Vibration offers: One of resistance and/or compliance. Force Feedback is more at home with devices such as flight sticks and steering wheels, but not limited to them. Force Vibration can approximate resistance to an extent, though only momentarily. Force Feedback can create continuous resistance such as wheel centering forces, and even move the wheel or stick on its own, and provide resistance to opposing directions.

An example of Force Feedback can best be described in a racing game. Given the game is programmed accordingly, a flat front left tire would cause the wheel to pull left, making the gamer exert force to keep the vehicle moving in a straight line. Another example would be tighter steering at higher speeds caused by added friction – again provided the game is programmed as such, and many are.

With that said…

The Logitech MOMO Racing Force Feedback wheel has a nicely refined design, made of sturdy black plastic. The wheel housing feels quite sturdy, though probably due to the many motors inside. The wheel, while not leather wrapped like its bigger brother, is covered with a thick, semi-soft rubber that easily grips the fingers and palms. Directly behind the wheel are shifting paddles (though they can be programmed to any function) on either side. By default, the sequential shifter (upshift/downshift) is located on the left hand side, though it can easily be moved to the right hand side to suit the preferences of the gamer with a little configuring. The face of the wheel holds six additional programmable thumb buttons – three on each side. As mentioned, the wheel housing uses a triple-clamp system to insure the wheel stays put during ferocious races. One clamp is located at the bottom rear of a dropped ledge of the unit. A thick plastic bolt provides an upward cinch between table/desk in addition to the other two more vice-like clamps that secure to the front edge of table/desk.

The pedal unit connects to the back of the wheel housing through a serial cable that is permanently attached to the pedal unit. The pedal unit itself is also made of sturdy plastic, and has a "carpet grip system" that keeps the unit from slipping on most carpets. The carpet grip system is actually a nifty device; a strip of plastic with several small spike-like extrusions that can be retracted for use on hard floors. The pedals - brake and gas - differ in stiffness and size, approximating the feel of the real deal. The pedal unit has a large floor plate, giving the foot a place to anchor.

The whole contraption hooks up to the PC through USB port, though the unit does require external power. All ports: pedal port, USB port, and power jack, are located on the rear of the steering housing, keeping them out of the way of use. A removable housing cover hides the two front mounted clamp bolts, keeping the design nice and smooth.

We put the MOMO Racing unit through a handful of tests to see how it did with some of the more recent and popular racing games. Some of the games tested, but not limited to were:

Midnight Club II (Rockstar Games)
NASCAR Racing 2003 Season (Papyrus)
Colin McRae Rally 3 (Codemasters)
Big Mutha Truckers (THQ)

It became quite apparent after a short bout of racing with Midnight Club II that a racing wheel was not in order. The primary reason for this has to do with the numerous additional feats and functions that can be performed within the game. As a result, many of the programmable buttons had to be mapped to these functions, such as turbo, weight transfer, etc, which are extremely difficult to locate while racing at breakneck speeds. It would take a great deal of time to get used to these additional controls in such a game – a game where a gamepad is more suited. However, to the advantage of the wheel, Force Feedback worked splendidly, whereas the Logitech Wingman RumblePad failed to employ even the use of Force Vibration. I'm not sure if this was an isolated incident, or if Midnight Club II simply doesn't support Vibration Feedback. Gamers will easily take the trade-off for better control for the special functions Midnight Club II has to offer.

The good news is: That was the only bad news. The other games tested fit perfectly with the MOMO Racing wheel, as they did not require the use of the many additional programmable buttons – though they could still be used to good effect with functions such as rear-view look, camera controls, and left/right look. It does take a slight bit of getting used to, and does present a steeper learning curve as compared to a simple gamepad, but the added realism of actually using a steering wheel to steer a vehicle (novel idea) and the extremely well-done Force Feedback bump the fun factor of any racing game up several notches. While Midnight Club II, and games like it may not be the best choice of racing wheel candidates, it still does add that extra dimension lacking in a gamepad – though even without the issue of extra needed buttons, Midnight Club II will give you quite the workout when using a wheel due to the frequent 90 degree turns.

Okay, I lied. There actually is one other tidbit of bad news. The two paddle shifters located behind the wheel suffer from weak construction. Early into our testing, one of the paddles snapped near the base, rendering it utterly useless. Hopeful attempts at super-gluedom failed miserably, leaving us with a crippled unit. To be clear we weren't hanging off of the shifters either – we expended no more force than one would expect these babies to withstand during some heavy racing simulation. Hopes are now that Logitech will rethink the paddles on the MOMO Racing wheel, and change to the metal construction used for the MOMO Force. It doesn't take much force to break the plastic ones, as we quickly found out, and we're certain Logitech must have seen more than they care to of returned units with broken paddles.

The intensity of the Force Feedback can be lessened or heightened in the control panel, and usually within a supporting game. Games such as NASCAR include even more in-depth calibrations, such as wheel and pedal dead zones and turning radius. If you want to feel the full-force the wheel has to offer, make darn sure to mount the unit to a highly stable desk/table, which does not have shelves above your head containing stacks and stacks of CD jewel cases, pewter action figures, and sharp objects. I learned this lesson the hard way, as I was struck by my Barry Manilow box set, shaken from its pedestal high above my desk. Thanks go out to makers of Neosporin!

The only thing that could make this and most any other wheel more enjoyable would be the inclusion of both an analog clutch, and six-speed shifter. Certainly this would jack up the price of this reasonably priced unit (MSRP: $99.95) substantially; an option to upgrade would be nice. As it is, the Logitech MOMO Racing Force Feedback offers both good value and great performance – less the thinner than Calista paddle shifters. The otherwise sturdy construction, powerful Force Feedback, and cementing clamps make this a must have for any PC racing novice to enthusiast. It should be noted though, that the more rugged and leather laden big brother can be had for a mere $40 more – though it does lack the triple-clamping system.

SCORE: 9/10

PROS: Solid construction (minus the paddles). Powerful Force Feedback. Programmable buttons a-plenty.

CONS: Easily breakable plastic shifting paddles.

Related Links:
Logitech
Rockstar Games
Papyrus
Codemasters
THQ