|
|
|
|
|
REVIEW SEGA RALLY |
|
|
|
|
|
|
|
|
|
PUBLISHER
|
SEGA
|
|
|
|
|
|
|
|
|
|
|
|
DEVELOPER
|
SEGA RACING STUDIOS
|
|
|
|
|
|
|
|
|
|
|
|
GENRE
|
RACING
|
|
|
|
|
|
|
|
|
|
|
|
PLAYERS
|
1-8
|
|
|
|
|
|
|
|
|
|
|
|
PRICE
|
£49.99
|
|
|
|
|
|
|
|
|
|
|
|
RELEASE DATE
|
OUT NOW
|
|
|
|
|
|
|
|
|
|
|
|
It’s just such a wonderful game that as
long as you can get over the fact that
the cars behave in quite a strange way,
and the control is incredibly loose, you’re
guaranteed to enjoy
it. So, go out and
get it.
|
|
|
|
|
|
|
|
|
|
|
|
SCORE
10/SEP/07 |
92% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
| SEGA RALLY GAMEPLAY VIDEO
|
|
|
|
|
|
|
|
To view this trailer, you will need to Adobe Flash Player already pre-installed.
|
|
|
|
|
|
|
|
|
 |
|
|
|
We’re massive fans of Sega’s
arcade-dominating rally series,
but if we’re honest, our most
memorable moments have been
with the original Sega Rally. We know every
corner, every water splash and every gear
change of its measly four courses. And we
still lose the occasional nugget to its metallic
maw whenever we encounter that mammoth
sit-down machine at the airport or arcade. Yes,
Sega Rally is an impressive series, a franchise
that has managed to turn one of the simplest
genres into a genuinely thrilling experience.
Of course, those thrills haven’t transferred
brilliantly onto the home consoles – the appeal
of that imposing arcade machine adds much
to the joy of Sega Rally
– but it would be hard
to argue that the game
hasn’t always been at
the pinnacle of arcade-style
racing.
That accolade isn’t just true of arcade rally
titles, but of the racing genre as a whole. Sega
seems to have got it pretty much perfect
when it comes to retaining fun as the driving
force behind videogames, as can be seen
with titles like Afterburner, OutRun, and the
exemplary Virtua Tennis 3 – and Sega Rally
is no exception. The most impressive aspect
is simply how edgy the driving is. There’s
rarely a moment when you’re not straining
every neuron in concentration to maintain a
solid racing line. There will be some out there
who despise this kind of hard driving and
prefer the absolute control and knowledge
of limitations offered by more traditional
racing titles like Need For Speed and Ridge
Racer. If anything, this new iteration of Sega
Rally has shifted towards something far more
innovative than we’ve seen before. Indeed,
it outdoes MotorStorm, at its own game, by
producing surprises literally at every turn.
You’re unlikely to be able to produce anything
but a passable result without a reasonably
comprehensive knowledge of the courses,
and even then your times are going to be
affected by the state of the course.
That, really, is the most substantial thing
you’ll get from Sega Rally, and something
we suspect may find its way into many other
racing titles. It would be remiss of us not to
delve deeper into the course deformation
feature that Sega Rally does so well, because
without it we’d be writing a review riddled
with words like ‘pedestrian’, ‘somewhat
lacking’ or ‘last gen’. It’s amazing how one
facet, properly implemented, can change
the feel of a title so extensively. We’re sure
that had the decision to attempt such a
monumental technical detail not been
taken, we’d be playing a game with little
to differentiate it from past titles. We’re
not though, and what makes it so horribly
enjoyable is the rutting. Rutting makes most
things more enjoyable in life, we’d happily
concede that, but with Sega Rally it’s an
essential part of the experience. Rally titles
haven’t embraced this aspect of the sport as
yet, and while Sega has perhaps gone a little
overboard with the effect it has on racing
times and the like, it’s clearly something that
would enhance pretty much every title in the
genre, to an extent. This deformation isn’t
just a gradual decrease in the overall surface
quality, it’s an utterly unique, persistent
track-deformation system. Even the contrast
of the cars being totally indestructible – with
the largest scrapes, your motor remains
perfect bar a few mud splats – won’t affect
your enjoyment of the game.
|
|
|
|
 |
|
 |
|
|
|
Essentially, you’re fighting for control every
second of the time you’re on the tracks, and
even at lower speeds turning can be a real
difficulty. It’s nothing even slightly detrimental
to the gameplay in our minds though, as it’s
this struggling that not only makes for some
truly scintillating driving, but it also adds
buckets to the longevity of a game with little
natural long-term interest. It’s probably clearest
to explain it in terms of how quickly you want
to replay the tracks. In a word, very. The tracks
are offered up in groups of three, and despite a
lack of pre-race options, you’ll almost certainly
find yourself trying to acquit yourself better in
one group before moving on to the next. It’s all
about perfection, you see, and where previous
titles have allowed that kind of split-second
similarity, this version simply won’t. Ever.
Adding to this is your opponents’ AI. It’s
neither fantastic nor utterly woeful, but you’re
fully aware of the fact that you’re not racing
against anything other than mindless drones.
They make little effort to overtake anyone, and
the lead car is a clear class above the rest of
the pack. Again, this makes little difference to
the gameplay, as you have more than enough
excitement keeping your motor stuck to the
road. In traditional style, your fellow racers’ cars
maintain a set distance apart, making them
more like awkward mobile markers of how
well you’re doing. Move up the pack slowly
and you’re making slightly better time than
you were, drop down swiftly and you’re clearly
being rubbish. There’s little real competition
from the other cars on the track, and once
you’re fully au fait with the courses, they pose
no challenge whatsoever.
No, it’s all about the tracks, and the way
you react to the ever-changing environments.
Retain a tight racing line, and stay ahead of
the pack and you’ll most likely get better
times, but get bogged down in mud or snow
and your results will suffer for it. The range
of terrains and the way they feel also play
a major part in the appeal of Sega Rally,
powersliding from, tarmac to, say, snow
shows best how the track physics work,
and how they’re likely to affect your driving.
The effect isn’t as pronounced as you might
expect, except for where the snow or mud
is particularly deep, and things get horribly
messy. However, the result is definitely
enough to force you to alter your driving.
These regular alterations in surfaces,
combined with the randomness of the
deformation are what really sets Sega Rally
apart. We could rattle on for an age about how
it differs from Colin McRae or MotorStorm,
but we credit you with enough intelligence
to understand that the garish Sega Rally is
for one type of person, while McRae’s take on
the genre is something entirely different. You
could happily have all three in your collection
without them clashing on any level. Sega Rally
doesn’t really have peers as such, though. It’s
always been an experience you can’t really get
elsewhere, and on the PS3 that’s no different.
This makes us happy. Another aspect that has
bolstered our contentment with the console
itself is the fact that Sega has managed to
output something that is near enough exactly
the same on the PS3 as it is on the Xbox 360.
Something few development teams have
realised so far.
|
|
|
|
 |
|
 |
|
|
|
We’d be the first to admit that Sega Rally has
its issues, but as you can probably tell from
the past couple of pages of gushing, we’re
quite enamoured with it. If nothing else, it
shows us that next-generation gaming doesn’t
have to be delivered in a gritty, realistic box,
it can actually be fun. A paradigm that we
hope will be followed. But then, as we said,
there are issues, most notably some rather
strange pop-up. Usually, this kind of issue
is relegated to niggle territory, as it’s rarely
something that affects us to any degree.
The problem comes when pop-up interferes
with the areas you’re focusing on. With Sega
Rally you’re always looking at the apex of the
next corner, somewhere around the centre
of the screen. This is where the majority of
the pop-up occurs. Where your previous lap
will have added contours and deformation to
the road, they’re only added to the track at a
point, a second or so, in front you, making it
all the more noticeable. What’s more is that
correct reading of the road surface is essential
for faster times, and having anything less
than the maximum time to assess the track
is detrimental to the
gameplay. It’s akin to
the game not showing
you where corners are
until the last minute, only
not quite so bad. In all honesty, it’s unlikely to
affect most people in any way other than a
dampening of the aesthetic appeal, but it’s still
an issue that needs addressing. There is popup
elsewhere, but the more arcadey feel of the
piece somewhat stifles that, making it far less
of an irritation than it might otherwise be.
Sega Rally is one of our favourite games on
the PS3. It hasn’t lost anything over the Xbox
360 version, and is about the most enjoyable
racing title on the system. There will be some
for whom the loose control is prohibitive, but
you should have a good enough idea of what
kind of racer you are. It’s very much to the good
that Sega hasn’t faffed around with adding
options to cater for those who crave tight
driving mechanics, and the result is a game
that will not only appeal to fans of the series,
but will have an attraction for anyone looking
for a title with something new to bring to the
genre. As for us fans of the first (and arguably
best) Sega Rally, Sega Racing Studio has done
us proud, and managed to keep us interested
from the word go – an impressive feat, to be
sure. If you’ve got a PS3, buy Sega Rally. The
minor niggles don’t add up to much, and the
deformable tracks make for some surprising
longevity. Yes, buy it and enjoy it. Rutting in the
mud has never been so much fun.
Tom Leclerc
|
|
|
|
|
|
|
|