Jump to navigation
Advertisement

SEGA Rally Preview

PC Xbox 360 PlayStation 3
Preview by Kristan Reed

15 May, 2006

When SEGA set up its new driving studio dream team in Solihull in the West Midlands of the UK, it made it pretty clear what the plan was from the word go. Straight away it put a recruitment advert in the UK trade press asking for applicants, with no effort made to disguise that it was aiming to revive classic SEGA driving franchises for the next generation. Most of us twigged that could include the likes of SEGA Rally, Crazy Taxi and Daytona, and so it proved with the announcement of SEGA Rally - a true re-invention of a much-loved rally franchise.

We say 'true re-invention' on the basis that SEGA Japan did actually release a PS2-only SEGA Rally last year, but lukewarm reviews everywhere ensured that it will remain a curio, only to be discovered by true hardcore aficionados determined to eke out every release no matter what. Assuming SEGA Europe doesn't go all weird on us and release it here anyway. They'd probably rather we just brushed it under the carpet and swiftly moved on so we can fully focus on a title the company is justifiably excited about.

Due for release next spring on PS3, 360 and PC, SEGA's Guy Wilday (formerly of Codemasters and behind the Colin McRae series) reckons his newly-formed studio will be "taking the game that defined the off-road genre to the next level". Currently only being shown off behind closed doors in tech demo form, it's far too early to even remotely judge such claims, but there were enough glimpses of what's to come to suggest that it's well worth paying attention to them.

"We've taken this project very seriously," he assures us, giving us a quick close-up tour of a typical car model. "The cars are actually self shadowing and cast off themselves," he says, giving the car a little spin around a tropical island track to demonstrate the point. Instantly, it's evident how natural it all looks now. The paintwork reflects the sunshine-laden environment exactly as you'd expect, with everything within the proximity of the car instantly caught by the body. Everything down to the rims and tyres does the same - there's really not much to do but admire the fact it looks so bloody real. "We're also doing these neat soft particle effects now, with dust effects that wrap around buildings and trees, then kick up polygon particles that bounce off other objects."

'SEGA Rally' Screenshot 1

SEGA hasn't released any shots for Rally yet. So instead, imagine THIS but IN MODERN.

Later he zooms past the delightful water effects to really show off the "full next gen environment" where "everything is pixel lit". Oooh look, there's Sonic doing a spot of fishing while watching the race. Reflections. Particles. Sonic. Very cool, but we're kind of used to this stuff now, and because it's so obviously right Wilday moves swiftly on.

Much like Evolution's PS3 launch title MotorStorm, clearly one of the next generation driving game differentiators will be the level of persistence in the dynamic road surfaces. We're all used to near realistic cars that look amazing and handle convincingly, but one thing that's never been possible until now is the ability to make the road surface adapt to wear and tear. It goes without saying that this is clearly a massive part of driving in real-life, and Wilday is excited by the implications it will have on gameplay.

"We want a road surface that wears just as it would do in real life, where you're wearing the road surface away as the wheels drive over it. In the game we're literally moving the polygons so you have different car behaviour and a groove in the road that your car is going to have to drive over," he says, arcing one through the dusty surface.

Slowing down to a wider part of the track, he starts slowly driving around in the circle to prove the point. "After multiple passes it's getting very deep, and we're literally moving all the polys on the track, which is a next gen feature for sure."

'SEGA Rally' Screenshot 2

Ah, SEGA Rally 2006 on PS2. Only a mother etc.

To make sure we can see exactly how detailed the process is Wilday continues to zoom in the camera so that we can see the car suspension responding exactly to the changes to the track, with the tyres moving into each groove and the suspension and positioning of the car lurching gently in response. It's as close to real car movement behaviour as you've ever seen in a videogame. It no longer looks like a fudge or an approximation, and one that could make a big difference to the way we drive in videogames.

As Wilday insists, "[Persistent track deformation] is not just a gimmick. We want the handling to change, we want a variant and for you to have to drive with that. For example, if the track is smooth you get great performance, but not if there are grooves. You look for the lines ahead, and try to stick to the clean parts.

"Arcade-style multiplayer racing game are based on laps, and by the time you're in the third lap the track has changed significantly, so it creates some interesting gameplay possibilities," he asserts.

But at the same time, the 'racing line' might dictate that you'll follow these anyway, so there's an interesting gamble to be taken by trying to keep performance high at the expense of easy cornering.

As you might expect, the type of car and type of surface play just as important a part. So, for a serious off-road car, these grooves will be far more significant to the handling. Depending on things like the suspension settings and tyre choice you'll find yourself potentially churning much bigger grooves in the track. Not only that, the crud you churn up will completely obscure the vision of those behind you, so there's an advantage to being in front. But Wilday suggests, on the other hand, that driving in other driver's grooves might actually be easier than being the one that's ploughing the road surface up, which is an interesting dynamic all of its own.

'SEGA Rally' Screenshot 3

Here's SR2006 again. Tom has persistent sleep deformation, incidentally.

So, okay. It's SEGA Rally, now with added track voodoo that makes race progression a little less straightforward than we're used to. What about multiplayer? "There's split screen, full online for up to eight players" Car types? "Traditional rally cars, classics, as well as a broad number of bonus ones like dune buggies, 4x4, and wacky off the wall stuff."

Beyond that details are scant: there will be a range of modes including the obligatory Championship to aim for. Yes, we can expect the usual selection of snow/ice/rocky/muddy tracks. No they haven't decided what camera angles they're going to stick with ("a good selection" was the best answer we got), and yes "more than a handful" of this 30-strong 'dream team' worked alongside Wilday on Colin McRae, not to mention others recruited from Rockstar and Reflections.

There's a decent pedigree and no mistake, but as Wilday is keen to point out when asked why SEGA elected to shift development from Japan "There's so much driving talent in Europe". Whether this talented bunch can make the SEGA Rally game we all crave is another matter, but we won't have too long to wait, with the first playable likely to appear around the time of Leipzig.

SEGA Rally is due out on PS3, Xbox 360 and PC in April 2007.

Advertisement

Are you excited about SEGA Rally on PlayStation 3/Xbox 360?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-19 of 19 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
Aretak
15/05/06 @ 08:49
#1
0
You buried this comment
Comment below viewing threshold
Show
Meh... Sega Rally seems kind of an irrelevance these days.
shot_to_the_gun
15/05/06 @ 08:52
#2
0
You buried this comment
Comment below viewing threshold
Show
ahhh makes me feel young again, i remember those saturday mornings when having no lunch for a week was validated through a force feedback wheel...good times...
Psi
15/05/06 @ 08:58
#3
0
You buried this comment
Comment below viewing threshold
Show
meh
Yazoo
15/05/06 @ 09:16
#4
0
You buried this comment
Comment below viewing threshold
Show
Whoever got that time in the first screen from Sega Rally '95 is officially shit
Darkedge
15/05/06 @ 09:40
#5
0
You buried this comment
Comment below viewing threshold
Show
WoooT!
this is bound to be 10x better than motorstorm :D
spidermanalf
15/05/06 @ 10:04
#6
0
You buried this comment
Comment below viewing threshold
Show
Why can't they just do a remake of Beetle racing? That was one of THE best driving games on the N64!
morriss
15/05/06 @ 10:07
#7
0
You buried this comment
Comment below viewing threshold
Show
Driving games!! \o/
Edited 1 times, most recently on 15/05/06 @ 11:15
vegard
15/05/06 @ 10:24
#8
0
You buried this comment
Comment below viewing threshold
Show
"After multiple passes it's getting very deep, and we're literally moving all the polys on the track, which is a next gen feature for sure."

that's it, i'm sticking with my PC.
Perry
15/05/06 @ 11:18
#9
0
You buried this comment
Comment below viewing threshold
Show
Looks poor
glaeken
15/05/06 @ 12:21
#10
0
You buried this comment
Comment below viewing threshold
Show
Track defomation looks like it may become the new HDR of racing games.

Dam silly feature it is too. Where is the pleasure in learning a track a shaving time off of your best time when in fact you can not learn the track due to it constantly changing. This is of course if track deformation even makes any difference as if 90% of the traffic stick to the racing line then the worn bits will be the racing line and it may just end up like you are on rails.
Carpathian
15/05/06 @ 12:28
#11
0
You buried this comment
Comment below viewing threshold
Show
I dug out my Saturn (yes, I'm the remaining owner)and slapped this in again.

I'd forgotten how good it was, regardless of the graphics dating badly - it was way faster than I remembered and power-sliding round the corners felt natural as ever, even after a long break in playing.

I just hope they do remake SEGA Rally and not a game more akin to a franchise that's come since. It needs to retain that arcade pick-up-and-play-ness that it had before that set it apart from most of the other uber-real ones that followed.

Having sampled it's long last videogame Dad I'm quite looking forward to what comes out for this.....
Twinfalls
15/05/06 @ 13:21
#12
0
You buried this comment
Comment below viewing threshold
Show
Richard Burns Rally is the only rally game worth playing.

Real physics=believable=fun.
MrGrumpy.au
15/05/06 @ 13:45
#13
0
You buried this comment
Comment below viewing threshold
Show
Come on SEGA just trasnslate the Japanese PS2 game Sega Rally 2006 for us now, I (and I'd guess lots of others) want that 2nd disc containing 100% emulated Sega Rally Championship 1995 (Model 2 crx arcade board) so badly.

:-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-(
jebus
15/05/06 @ 16:28
#14
0
You buried this comment
Comment below viewing threshold
Show
I could not agree more glaeken. For me the whole point of racing games is going faster than the last time. So track deformation would be a game killer as far as I am concerned. It sounds like some artists dream where they forget about the gameplay for the sake of being able to say "Look it does this". Totally and utterly pointless as far as gameplay and game design goes. Lets hope they drop it.
wolfen
15/05/06 @ 17:05
#15
0
You buried this comment
Comment below viewing threshold
Show
Carpathian: No you're not. I'm still thinking if I should get the arcade racer to play SR or the ASCII arcade joystick for the fighters.

Track deformation sounds interesting (can't wait to see it being used on a footy game), but has to be optional for the reasons mentioned above.
BBIAJ
15/05/06 @ 20:54
#16
0
You buried this comment
Comment below viewing threshold
Show
Perry

Looks poor

Do you see any next-gen Sega Rally shots on this page?

Nope, me neither...
Saii
15/05/06 @ 23:52
#17
0
You buried this comment
Comment below viewing threshold
Show
Track deformation is an interesting concept.
All those people whinging about how it will affect their lap times forget that when you start each race, the track will be fresh.
The deformations will be something that mainly come into play once you've done a lap or two.
Also if a racing line has already been dug into the track, either by you or another racer [or even a rival in multiplayer!] then it is possible to take advantage of those slumps.
Or course, I'm talking Initial D physics but thats what gaming should be about.
New features, new factors, will lead to more fun.

I'm sick of people being so afraid of change. You want to play older versions? Dig up your old console or use that Live Arcade thingy.

Nobody complained at the addiction of rainy and snow-covered tracks.

New stuff is better than no stuff.

Memories are coming back now. I still remember the first time I had to get to grips with SEGA Rally 2's arcade machine, with tilting and handbrake, after playing so much of 1! XD
jebus
16/05/06 @ 08:35
#18
0
You buried this comment
Comment below viewing threshold
Show
Saii - "new stuff is better than no stuff". No totally true if the new stuff is rubbish :)
Anyway I guess we will see. As for the rain and the snow then I can accept that because as in real driving there is a certain consistency that you can learn. My point really was that track deformation would offer up too much randomness in a game where accuracy is the important factor. But as ever it's just one mans opinion. I would much prefer to see deformable trackside stuff, snow, mud and gravel banks and keep the racing surface stable.
gelf
16/05/06 @ 10:03
#19
0
You buried this comment
Comment below viewing threshold
Show
Personally I hate the whole perfect racing line idea of driving games. Track deformation which effects how you drive might actually make it more interesting to me.

Comments: 1-19 of 19 in total

Want to comment on this article? Log in, or register!

X View gallery