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Car racing games are meant to do...what? It's not like they can simulate the oil
and grit flying into a driver's face when driving an open cockpit racer, or the
menacing growl of a throaty-engined beast as it overtakes at high speed, or even
the inevitable physical mess after a 100mph collision whilst trying to navigate
a poorly signposted ditch/hedge combination. No, all car racing games can really
reproduce is location and control.
Car racing games fall between two extremes: at one end are arcade racers, where
going slow is considered cheating and the only lasting consequence of hitting
a tree is embarrassment. The other end, the simulation, is more about the apex,
threading the accelerator and sector times. R: Racing Evolution parks itself
somewhere near the middle, being neither so stupefyingly unrealistic as to make
you wonder why the cars have wheels, or hideously beardy that the only way the
play the game is in fire proof overalls.
What R:RE tries to do, as many have tried before, is to combine the instant
thrills of arcade with the more calculated nuances of simulation, without alienating
either fan. Compromise isn't really a fair way to put it, but that's always
going to be the case when trying to recreate something that really exists and
is possible to do with a couple of thousand quid and a race track.
To bridge the gap R:RE has quite a nice driving mechanic, in fact it is probably
the best driving engine of risk and reward since LeMans24 on the Dreamcast.
It's neither so mundane as to make each race a tiresome yawnfest with the only
skill involved the ability to squash the accelerator for as long as possible,
but then it is not quite as quadratic as to have the player question the true
meaning of self discipline and have to summon the spirit of Ayrton Senna to
successfully tackle one turn.
R:RE employs serious use of the analogue triggers, so much so that there is
a visual indicator as to how much pressure is being applied, like Xenia Onatopp:
squeeze too hard and you are dead. Jamming the accelerator after a swift right-hander
will be rewarded with a close inspection of the nearest barrier, and unlike
other games the barrier is not the key to success. The only way to win is knowing
the track, knowing the car and knowing the opposition.
Pressure meters are called on again, not for buttons on the pad, but the buttons
in the opposition's mind. Drafting or following a leading car causes a little
gauge to appear above them. Filling the meter causes the car ahead to make an
heinous error on the next turn through running wide or spinning. Unfortunately
the pressure meter detracts from the experience, as to quantify stress is a
bit naff. When was the last time David Coulthard was seen spinning into the
gravel with a red bar flashing above his car? These things should be more natural,
more personal, like the radio banter that goes on in a race. Not only are there
helpful hints and tips during the race from the pit crew, but also malicious,
bizarre and potentially repetitive remarks from the other drivers.
The other drivers not only offer verbal abuse, but physical intimidation too.
Track races can be a furious affair. The five other cars jostle, give way and
block with convincing flair. What global power in the gaming universe decided
that only six cars total in a race was ok? LeMans24 on the DreamCast was excellent,
a twenty four car race and finishing 10th was a thrill, six though just seems
a bit cheap. Although each driver's name appears above their car, drivers do
not have any real different driving personalities; this is only put across in
the radio communications.
Racing life is another intriguing feature of R:RE. Accessed through the consistently
slick user interface, this mode is the story of a talented young female driver
and her struggle to get to the top... yes, that's right - over a series of racing
events young ambulance driver Rena Hayami is discovered and is pitted against
the racing establishment, all explained via sexy, cleavage-packed cut scenes.
Other than the flagrant disregard for safety, or that the zips don't work on
her suit, in reality this mode really acts as a disguised training mode, introducing
the player to the differing racing modes, be it GT, Rally or Drag racing, with
a quirky story.
During Racing Life, Reward Points are earned, every act on the race course
is digested and quantified, ranging from taking corners well to never using
the brakes. It is possible to buy cars and upgrades using the RP in the Event
Challenge mode. Event Challenge is really the meat of the game, providing rather
unstructured groups and a series of events, ranging from simple racing to tournaments
to racing challenges against tracks infested with traffic cones. Any event can
be tried at any time as long as the correct car has been acquired, events are
scored with a medal system. A victory acquired by using a super fast car may
only see a Bronze, but winning with an equal or lesser powered car will bring
home the Gold, and maybe even some new wheels. There are over one hundred and
seventy racing events to test the the most seasoned racer over the many racing
disciplines.
Staples such as Time Attack, Arcade and the typically limited two player Versus
are also contained within this already comprehensive package. The number of
tracks might have a few scratching their heads: statistically, at least, the
game has over ten tracks, real and otherwise. Fictional tracks range from the
entirely uncomplex drag strip, to rally stages and familiar yet unfamiliar traditional
tracks. The real tracks have beautiful recreations of Suzuka and the absolutely
fantastical Monaco. In fact the ability to race the tight turns and barricaded
streets of sublimely recreated Monaco is, to some, probably worth the price
of admission alone.
The models and their detail is pretty darn stunning, and that goes for the
cars too. Each car is very competently put together. The tracks have a high
amount of trackside detailing and animations, including working theme park rides.
The image quality, for whatever reason isn't exactly crisp, though. It looks
like the curse of the multi format game strikes hard for the graphical connoisseur.
R:RE contains a medley of good and bad graphics, which can also be applied to
the music: some very, very nice techno and inspiring songs grace the game along
with the fashionable broken record tracks, which bring to mind fluffy needles.
R:RE is a real alternative to the other car racing games out there, it isn't
perfect, it isn't new, but what it does do is bring together ideas from MSR,
Gran Turismo, LeMans24....in fact pretty much any 3D racing game. R:RE exudes
a quiet confidence in it's own driving engine, racing, rally and drag are all
delivered seamlessly.
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