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Powerslides.
From that very first game when you realised you could take a corner by sliding
around it, a la Rally style, no other aspect of a racing game has emitted such
adrenaline, excitement and just downright enjoyment than the art of the
powerslide.
Starting, for this reviewer, with Daytona USA in the arcades, the true impact of
a good slide makes an arcade racer great, and the easier it is, the better. The
technicalities hold no interest, it’s just the thrill of controlling the car
whilst drifting sideways through a corner where all the fun stems from. Win or
lose, it makes no difference, so long as the car can powerslide when and for as
long as required.
So it’s with some trepidation that Rallisport Challenge 2 was inserted into the
Xbox’s drive tray. The original game, whilst being an early graphical
accomplishment, just didn’t slide as well as it should. It was stifled when
compared to previous games in the genre, even though it met all the expected
quota’s in terms of polygons, cars and tracks.
The game loaded, and career mode was chosen. With five different varieties of
race available, ranging from normal rallying to ice-racing, with hill-climb,
rally cross and crossover in between, the only one immediately on offer was a
rally set in Australia. The obligatory loading screen was sat through before the
first race. A new addition to this waiting period was the ability to change car
settings, as well as sound and gameplay settings, whilst the game loaded,
something which is hoped becomes more common place. Finally the first race was
ready to start.
Immediately, the graphical quality which Dice has once again managed to force
out of the Xbox is beyond stunning. In a genre in which polygon count for the
car models have become a PR by-word, the trackside detail is what takes the
breath away. Everything looks solid, and the view distance appears to stretch
for mile upon mile. Full polygonal spectators, individual grass stalks and
leaves which get blown into your cars back draft all go to make locales which
look believable.
But the graphical splendour was considered a given. The first game was also a
graphical tour de force, anything less would be extremely poor coding on behalf
of Dice. It was how the game played which was giving the reviewer a tight knot
in his stomach, or more accurately just how well they had nailed the powerslide.
Accelerating away from the start line, it was time to test just how much of an
improvement this game was over its predecessor. Control felt much more
instinctive, the car moving around the track without much thought. When a game
can achieve a minuscule gap between brain pattern and on-screen action, with
little to no interference from worrying about just what your fingers and thumbs
are doing, then the end result is sheer joy. Designed solely around the pad, due
to Microsoft’s negligent refusal to include true force feedback steering wheel
support in the Xbox architecture, what Dice have accomplished is a control
system which gives the gamer a precise driving model without over reliance on
technical matters. You don’t need to know how rally cars perform in real life,
you just need to know that the car will react how you want it to, when you want
it to.
On into the first bend, which was a gentle bend which needed no application of
brake or easing off the accelerator. A nice, long stretch followed, with a
slight bump in the middle which resulted in a few milliseconds of ‘air’ time.
Listening intently to the co-driver read out pace notes, another easy bend was
taken before he said the words which filled the reviewer with a visceral thrill.
“Nine right”. A corner was coming up which could be used to test just how much
improvement Dice had made on that elusive slide. One thing which needs to be
said here, the co-driver can be next to useless. Only appearing sonically during
the rally stages, the words that are being read out are drowned out by engine
noise, sound track and ambient background noise. Setting the soundtrack to off
is a must, especially considering the quality of the in-game soundtrack on
offer. A custom soundtrack option is available, but this still makes the value
of the co-driver non-existent. The co-driver also gets it wrong on a regular
basis which is annoying to say the least. Giving you inaccurate pace notes on
the odd occasion could be construed to be a human error which Dice have
intentionally coded into the game, but giving you directions after you have
passed corners, giving wrong directions and incorrect distances, calling a
corner a three when it’s really a nine for instance, takes away some of the
enjoyment found in this game. Rally games, as is real life rallying, is reliant
on good pace notes due to the sheer number of corners in each track, of which
there are simply too many to memorise with any hope of success or fast lap
times. Allowing gamers to make their own pace notes, via Xbox Live headsets and
hard-drive storage, could provide a possible solution.
The moment of truth was here, the exact moment when the game would be deemed a
success or a failure in the eyes of the reviewer. Good graphics and tight
controls go a long way to making a good arcade racer but to make it stand out it
needs that extra humph, that icing on the cake. Tapping the brake and turning
sharply into the corner resulted in the cars backend drifting out nicely.
Counter-steering through the bend, the backend still pointing perpendicularly
away from the direction the car was actually travelling, it felt as though Dice
had achieved just what the reviewer hoped they would, a powerslide system which
worked as well as the original game looked. A large smile spread on the
reviewers face, and a slight flick of the control stick to put the car’s
momentum back into driving’s missionary position, again with little to no
thought about just what the thumb was doing.
But no, the smile faded as the car refused to go into the direction intended.
The slide continued on and on until the car hit a rock and flipped over and over
and over. A spectacular damage model where slight bangs will damage bumpers and
spoilers whilst heavier crashes will result in windows smashing, bonnets flying
off and doors bursting open, meant that the outcome of this crash was a car
which limped home at the end of the rally with all the windows smashed, and
bodywork which would require some serious repair work by imaginary mechanics.
The next race, and the car was back to looking brand new. This time the track
was set in Britain, so intruding rocks at the side of the track would be at a
minimum, but the weather was a typical British affair meaning that it was
raining heavily. A ground mist and driving rain that made the surface
treacherous, whilst raindrops rolling down the screen, obscuring the view, all
combined to give the reviewer a sense of unease. The feeling that this track
would not be fun, added with the results from the attempted powerslide the
previous lap, transformed itself into a metaphysical weight which settled at the
base of the reviewer’s skull. It was going to be another case of close, but no
cigar whilst searching for that elusive powerslide.
As the race progressed, and the wonderment of the control combined with the
overall beauty of the visuals on display, that weight started to subside. The
colours on display, from the different shades of green in the overhanging
foliage, to the dusty brown of the scattered leaves, all made the reviewer think
that the developers had travelled around the countryside during a rain storm and
taken samples of each colour, the way you would take samples to an hardware
store when matching new paint with furniture. The feeling of stopping the car
and just letting the vivid colours embrace the reviewer was strong.
And then it happened. Travelling at high speed down an avenue of trees, with
sunlight filtering through the upper branches, and a sharp corner was here.
Without thought, a quick tap of the brake was enough to send the car sideways.
Engine revolutions screaming at the maximum, the feeling of grip transferred
from the wheels to the hands via rumble feedback which was nigh on perfection.
The car continued sideways through the apex of the corner, but now came the
tricky part. It’s all good to send the car sideways but the exit is just as
important a feature of a good powerslide – it’s pointless to execute if the end
result is crashing or clipping roadside objects. Then the corner was gone, and
the car was still under perfect control. They had done it, they had managed to
capture the powerslide.
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