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Barely a year since the release of Colin 3, Codemasters have conjured up yet another
instalment from their lucrative franchise. But a year in rallying is a long time.
For a start, Colin himself moved from Ford to Citroen along with a co-driver change,
and there have been significant variations in car specification and the number
of rallies in the championship. Also, and (at the time of writing) having been
dropped by Citroen in favour of ‘King’ Carlos Sainz, Colin isn’t
even in the sport anymore. Following his exit from the WRC, no doubt his services
are also under serious review at Codemasters, and in light of numerous disappointments
of Colin 3 (see review), you might be forgiven to think that this is just a quick
cash-in before the franchise is completely re-badged. In what is quite possibly
the last outing for McRae, we see that the franchise has taken us a long way since
the ground breaking original of 1998.
Immediately apparent is that the game adopts a more generic approach as compared
to Colin 3. Without the restriction of competing in a predetermined car, you
are able to choose one of two championship modes– 2wd or 4wd – in
any one of the given WRC-spec machines. For those wanting a quick blast, there
are quick race and head-to-head modes on the side. Resembling that of Colin
2, there’s more in the way of car setup, servicing decisions and overall
variation. Firstly, the pre-stage setup screen provides all the necessary pieces
of information. There’s a decent surface breakdown of the proceeding two
stages (detailing the percentage of things like heavy, medium, light gravel,
tarmac, snow, and weather conditions), from a choice is made between a generous
selection of tyres. Next come other aspects of car configuration including suspension,
anti-roll bar, brakes, steering, and gear ratio. Unlocked items can also be
selected for fitment at this stage.
On stage, there is a convincing display of the progress that has been made over
the past six years. Decisions made at the setup screen have a direct influence
on the performance of your car and how it interacts with the road surface (compared
to previous versions, the behaviour of the car on asphalt has also been enhanced
significantly in this version). Improvements made to the pace notes have also
lifted the experience and, while by no means perfect, are probably the best
to be sampled so far in the genre. The feeling of having reached the finishing
line at pace and without blemish to any aspect of your car’s bodywork
is hugely satisfying – it really does make you feel like a good driver.
No sooner than the next stage, however, a head-on collision with a rock brings
you back down to earth. Behold, here lies the game’s pièce-de-résistance:
played on expert mode, this game defines the future of rally titles. Put simply,
Codemasters have finally done what gamers have been demanding for years –
the car actually gets damaged in a way that resembles real life. At pace, a
single impact with stationary objects will cause significant damage to the car
– loss of power, steering impairment, dodgy handling, broken windscreens,
steaming engine, wheel loss, and even sporadic cut outs – you will come
to respect and enjoy the unplanned (or otherwise) and sadistic demolition of
your vehicle. Repairing the damage is enjoyable too, since the allocated time
is never enough to restore a badly damaged car, leaving you with no choice but
to continue with knackered suspension or loss of power. Never before has the
threat of mechanical failure been so prominent in the genre. Coupled with other
visual impairments, there is considerable challenge and enjoyment to be gained
from this realism.
For longevity, extensions to the standard championship mode include additional
vehicles (including the legendary Subaru 22B, Ford Transit, and Audi Quattro,
although – unfortunately – these vehicles cannot be used in championship
mode), and an ultra-competitive Group-B mode featuring cars with excess of 400
BHP (such as the RS200, Metro 6R4, and 205-turbo-16). Also novel are regular
tests from where new parts for the car can be acquired. Mini games such as suspension
and tyre testing, throttle control, and intricate gear change timing are enjoyable
deviations from the championship. Aesthetically, Colin 4 does little to threaten
the likes of WRC 3 and Gran Turismo. In fact, it could even be considered mediocre
alongside many other titles currently on the market, which does come as a slight
disappointment. Other niggles include the relative pace of the competition in
championship mode – even on expert setting, times set by the computer
are rarely adequate enough to provide seasoned players with a serious challenge.
The replay mode remains sparse, with virtually no choice of camera angles. Also
noticeable from this is that the car seems to pivot on its centre – a
characteristic retained from the prequels – and is hence not entirely
realistic to look at despite giving the right feeling in terms of control. Finally,
die-hard rally fans would be disappointed with the relatively slim selection
of rounds: eight in total, as compared to sixteen in this year’s championship.
From a reviewer’s perspective, Colin ’04 makes for an easy conclusion.
In terms of its key elements, there is little to criticise. Despite some peripheral
imperfection, this easily ranks as the best rally title currently on the market.
Representing what might be the last under McRae’s name, its certainly
a worthy and respectable tribute to six years and four titles of continuous
evolution, and places the franchise firmly back on the top. Rally fans: miss
it at your peril! |