SEGA Rally Review
Return of the arcade.
Version tested: Xbox 360
Arcade gaming: it's an evocative term loaded with promise and suggestion, yet one that's long since lost its cutting edge relevance and magnetism since its heyday. All too often it's lazily bandied around to sell new console games by people who seem to have forgotten what it actually means. SEGA hasn't.
Arcade games should be about providing the perfect quick fix to the passer-by; easy to learn, hard to master, pick-up-and-play goodness with a single line of explanation and a hungry coin-slot. Here's a great looking game....off you go. Enjoy.
That last paragraph neatly sums up why this modern reinvention of SEGA Rally works so well. It really is the perfect quick-fix driving experience that anyone can play; a fabulous looking game which requires zero explanation, with short, furiously intense three lap races that keep you coming back for more. Die hard, old school veterans will be astonished how well SEGA's new UK studio has nailed what was required, and newcomers will admire how fresh it all feels. A driving game that's not a complete slog to get into? A game which places fun front and centre from the moment you pick up the pad. Imagine that.
Easy like a Sunday morning

Aw, it's our old friend Mr jaunty camera angle again!
Reading between the lines, one of the main reasons SEGA Rally works from the off is that it's really easy and instinctive. Yes, easy. That's not a dirty word you just read: it's an absolute piece of piss to play - not because it lets you win (it doesn't), but because the handling's so bloody intuitive, and because you're not constantly being penalised for snagging your car on a pebble-sized obstacle on the side of the track. Inspired in no small part by Criterion's school of thought, crashing into the side of the course invariably bounces you back into play, and this crucial, fundamental piece of design keeps you moving forward, keeps you at high speed, keeps you in the race even when you're driving like a complete psycho.
Of course, purists have every right to whinge about this (purists always whinge about everything - damn you purists!), but SEGA Rally isn't a simulation: it's an arcade racing game which focuses on the furious charge of forward momentum, and how well you can read the ever-changing track conditions. As SEGA has been at pains to point out ever since it first demoed the game, dynamic track deformation is The Big Thing about its next generation reinvention of SEGA Rally; the premise being that as you churn up the course, it willl affect the handling conditons for when you return for the subsequent lap.
Although the tech demo certainly looked impressive, to a degree we couldn't help wonder whether it was a spurious PR claim as to how much it affects the driving. Happily, it's a roaring success. Whether you plough through the mud, churn up the snow, scatter the sand, or coarse through the loose shingle, your tracks are laid down - as are everyone else's. As you return on your second or third lap, you'll not only notice your own tracks (doubtlessly where you veered wildly off), but notice an appreciable handing difference, both in the amount of traction afforded to your car and the vibration transmitted through the pad. [And it's here where we'd ultimately recommend the 360 version over the PS3 - we cannot overstate how subliminally important it is to be able to feel the track in your hand. Relying on visual feedback alone simply won't be enough. You can play the game using the wheel on PS3 to get vibration, but it's not a game that really lends itself to steering wheel control.]

Look how jaunty I am in this one!
With such a responsive, drift-happy handling model, you can afford to swing out your back end and launch yourself at hilarious angles into hairpins and blind 90 degree turns with thrilling abandon. You can finally drive how you've always wanted to in a Rally game: without fear, and with the sense that you're fully in control. Knowing that you're not going to roll the car, plunge to your doom down a ravine, or spin out every five seconds encourages a fearless approach. Essentially, SEGA has taken the stabilisers off and set you free to drive not like a cautious damage-conscious Rally driver, but in a teeth gritted, devil may care fashion that has you pushing every situation to the limit and laughing maniacally in the face of danger. As a design ethic, you'll either hate it to death and pen a 1000 word forum rant telling us why it's the worst idea ever, or happily celebrate the fact that it's designed to be, first and foremost fun to play rather than a self-congratulatory/self-loathing (delete as appropriate) simulator. This isn't a rally game, it's a SEGA Rally game. The distinction is crucial.
Rally pally
And with that in mind, it's important to remind people that, yes, this is not rallying in traditional sense. You race against five other cars at the same time in a series of short three -lap races. In most senses, SEGA Rally goes against every known principle of real-life rally and rally games that exists, but for the good. This extends to areas like pre-race preparation too, with the choices reduced to a half dozen car types in each championship, whether you'd prefer automatic or manual transmission and if you'd prefer off-road on road tyres. For some, this might feel ludicrously limited: if that's you, there are an inordinate number of rally simulators out there that cater for your tinkering desires. For those of you that prefer to spend your time focusing on the actual racing, this refinement of choice makes the game feel inclusive, and removes the lingering suspicion that you haven't set things up correctly.
That's not to say there are no risks attached. Each of the three courses in each championship you take part has a certain percentage of off-road sections, and which tyres you choose can have a significant bearing over your success over the three races. For example, you might notice that in one race you found it easy to pull clear of the pack, while others you'll be struggling down in fifth or sixth despite apparently driving to the same standard. Check the tyres, check the car - such things have a significant bearing over how you do.

I'm so jaunty I'm in danger of falling off the page!
But one thing that might raise a few eyebrows is the relative paucity of tracks in comparison with other driving games. Across the three championships that you have to play through (Premier, Modified, Masters), there are a meagre 16 unique tracks spread across the game's 108 races, with reverse versions of another eight of those. Set over five environment types (Alpine, Canyon, Arctic, Safari and Tropical), it sounds limited, but it's a game where intimate knowledge of each course is essential, and something you grow to appreciate once you unlock faster car types. At first, repeating tracks feels a bit cheap - as if SEGA couldn't come up with enough content and was happy to merely cut and paste tracks to pad the whole thing out, but, oddly, it is actually another sensible design decision which makes you appreciate the game even more. This 'less is more' approach results in you becoming far more proficient at handling the cars and tackling each course accordingly. Rather than simply getting past the next track, you become far more skilled at a whole set of tracks and take your experience forward into more advanced levels as well as the multiplayer side of the game.
Tracks of my gears
To dwell on the tracks a little more (did we mention the tracks?), it's important to emphasise just how well designed they feel, which is why you won't mind the repeat play. Each one has so many environmental factors to take into account, such as contrasting surfaces and variable conditions. Sometimes you'll go from loose, uneven country lane surfaces to smooth city tarmac and back, or icy, treacherous slush, to sheet ice, to wet mountain roads, to muddy off-road lanes. It's no longer just about memorising one set course layout, with all its twists, turns and slopes, but where the ever-changing hazards are. One minute a perfectly drivable section will become a quagmire of criss-crossing tyre tracks, leaving you with split second decisions over whether to go for the racing line, or avoid the mulch and gain traction over a the path least travelled - but with the penalty of a less efficient racing line. Motorstorm debuted this approach, but with far less success - the tighter, more focused tracks on show in SEGA Rally have a much more profound effect on how you actually race. Without a doubt, the deformable track feature revolutionises how you race, and in that respect, yes, that makes this SEGA Rally remake a worthy update, and in many respects a true next generation racing game. Finally, we can talk about something more meaningful than a bigger poly count and better lighting.
While we're on the subject, one thing we haven't really focused too much on yet is how incredible the game looks, and throws out more detail than pretty much any driving game to date. Ok, so it's only running at 30 frames per second, but it's an absolutely rock-solid 30 frames per second. Despite that rather irksome fact, it's the first time in ages that a developer has really transmitted that blistering arcade sensation that old hands constantly go on about.
It's hard to believe how quickly SEGA's new racing studio has put this game together, to such a high standard. Every track, and every location is stuffed to the gills with staggering levels of incidental detail - all rendered in the same rich colour palette that is synonymous with SEGA driving games. Possibly the best tribute we can pay them is you wouldn't know it wasn't made by the Japanese, such is the attention to detail, and how well observed the style of the game is - from the stylish, minimalist front end to the one-off in-game moments where planes fly overhead in formation. Needless to say, the best way to truly appreciate this superb spectacle is in the game's bumper cam - which not only gives you a closer inspection of the tracks, but a far better sense of speed. Curiously, I'm one of those people who finds it easier to control in that view, too, but on the downside you miss out on the excellent gloopy mud effects that cake the car - not to mention the way the mud's washed off if you drive through a puddle.

We don't mind having to clean the mud off. All is fine with the world when things are this jaunty. Tra la laa.
And just to add to the fun, SEGA have thrown in online multiplayer and leaderboards as well. Needless to say, a game like this lends itself exceptionally well to both elements, with Time Attack boards for every single track in all three classes, and downloadable ghost cars to race against. While there's nothing particularly flash or unique about SEGA Rally's online execution to comment about, the important thing to note is that it has pretty much all the basics ticked off, with ranked and player matches, custom matches where you can define which car classes can or can't be included, AI racers, AI difficulty, and even invite-only matches. The main point to stress is that lag (in my somewhat limited experience) wasn't an issue, and that people will have an awful lot of fun using their intimate offline knowledge of certain tracks against one another.
The only lingering doubts about SEGA Rally is whether it really has enough staying power, but that's something we'll only know a month or two down the line. Like any arcade style game, your love for it might initially be very intense, but there's a suspicion that its appeal will only stretch so far. That said, does it matter? There are more than enough championships on offer to justify a purchase, in any case, and the lure of online play, achievements and leaderboards really ought to keep you coming back long after the novelty value has worn off. All we can say is, right now, 15, 20 hours in we can't stop playing it. As they say, it's a buy.
But enough of the predictions and doubts. SEGA Rally is easily the freshest arcade driving experiences to have emerged in years, providing more wide-eyed excitement in five minutes than most games manage in five hours. Not since Burnout 2 has a driving game stood out as so completely different to everything else, and provided so much instant, moreish entertainment to such a high technical standard. To find a game that strips out the pointless and unnecessary padding and gets back to, you know, making the actual racing the fun bit is worthy of celebration on its own, but to then underpin the whole thing with deformable tracks is a masterstroke. As one of the most important and well-realised ideas to hit the racing genre, it's something I'd urge any racing game fan to try out. SEGA Rally isn't just a nostalgic remake, but a genuinely revolutionary twist that takes arcade racing in a new direction.
9 / 10
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Comments (173) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Consider this bought then
Just need to play the demo now
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Edit: word has it is 30 after all.
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Am now no longer interested in arcade racers, give me realism every time.
Well... maybe I'll try the demo...
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If they do, then why moan about Sega Rally? It's arcade racing through-and-through (like Outrun) and would be a heinous mess if it went for a rally-stly GT/Forza approach. Personally, I loathe any racing game that's all about upgrading cars rather than racing them (Forza and Gran Turismo are boring IMHO). That's the reason PGR and Outrun remain the best series of all time :0)
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I'm constantly anoyed that of the 15 XBox 360 games I have, of the few that support split screen, only 1 supports 4 players. How many times I'm racing the PGR3 DVD to the tray and then recall "Bugger, no 4 player..."
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Edit: ok then!
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Lakeside was the unlockable one on the Saturn (so the 4th course there). I always found that a bugger to play for ages, until I finally got used to it, and avoided the walls which kept stopping me.
I loved Sega Rally on the Saturn. Those 3 (and then 4) tracks, and 2 (then 3) cars kept me happy for ages. I was always amazed at the PS games I had heard about having oodles of tracks. It was great getting to know the tracks so well instead of just jumping to the next one.
This game is perhaps tempting me to get a 360 at last, so it will go on my 'to buy' list perhaps.
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Lakeside was the 4th track which was completly in tarmak, in a marina at night (it had extra laps to account for the fact it was smaller than the other tracks).
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From SEGA Rally 2 it was Riviera (the 4th arcade track).
The first track (Desert) was similar in both games as well.
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Outrun 2 C2C, Sega Rally, please Sega, make Daytona happen!
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For the pad owning PS3ers, who knows though what will happen at TGS, eh? Will they or won't they? That's the question.
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I think the point is it's better to have a small number of excellent courses that have a lot of depth an replaybility, than to have loads of crap & uninspired courses........
edit: err, or what nekotcha said!
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Sold
Sounds like Dirt but more fun and multiplayer.
Sold
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In games like PGR3 for example, you have hundreds of tracks, but you seldom loose any time to learn them. I played the game to death and I can't even name one track I like, there are so many of them.
In SEGA Rally, they focused on strong tracks with good memorable designs, which you will slowly learn... If they had 100 tracks you would simply play the game one track at a time, but never focus on 1 track to learn it, you'd just play by instinct, not knowing what came ahead.
This way, you'll play the tracks 3, 4, 8 times, and eventually learn them (which is when SEGA Rally becomes enjoyable and competitive). We all love to play in Desert, despite the fact the track is decades old, but that's the whole point. It's a circuit we all know very well, with each turn decorated. Winning isn't about the track you never bothered to learn and what turn it throws at you next, but about a track you are already familiar with, and besting everyone else in a track they are also familiar with.
In PGR3 (with it's many many tracks) half the drivers don't even know the track they are playing, usually only the host knows the track (they pick up their favorite). In SEGA Rally, everyone knows the tracks, because you learn them and master them in single player...
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I've gotta ask though, does the game have replays in it ? o_O
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LOL - good point, and I rarely get to see all that a game has to offer these days (mortgages/job/fiancee is not a good combo for finding gaming time), but I would like to say, in my defense, that I view classic track releases as quality DLC. It's a nostalgia trip that fans of the series can apprciate and I, personally, would happily pay money for that experience (400mp for a decent selection of extra maps).
What's wrong with that. I'm not saying there in't enough in the game to make me want to buy it as it is (quite the opposite, in fact), but I'd be willing to pay more for more, further down the line - the whole point of DLC as far as I understand it.
I must say thanks though SJH - at the age of 27 I don't often get called a young bucky, so you've made my day!!! ;0)
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I hope the title does well for them (UK devs and all), and that they go on to make some crazily-good Daytona title that has 24 player online action or something like that.... now that would be awesome!!!
...getting carried away with thoughts of future stuff again.... too many games, too few hours in the day!!! ;0)
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///////////////
PRESS RELEASE
Brighton, England, September 14th, 2007
Eurogamer and SEGA team up to deliver landmark marketing campaign for SEGA Rally
Brighton, England, September 14th, 2007: Eurogamer is preparing to host its biggest ever marketing campaign, with an unprecedented network takeover for the launch of SEGA Rally. The activity, due to start on September 24th, sees SEGA Rally take every single advertising impression on every single page of Eurogamer.net, Eurogamer TV, Eurogamers, Eurogamer Germany and Eurogamer France for a full week, ensuring the campaign is the biggest in Eurogamer’s eight year history.
Grant Gie, UK Marketing Manager at SEGA said the following, “Eurogamer are the perfect partner to help launch SEGA Rally to a new next generation audience. The network takeover is truly a unique and original way to market video games online and we’re very excited to be the first publisher to take advantage of it.”
Dan Robinson, sales manager at Eurogamer added, “We’ve worked closely with SEGA to deliver a truly breakthrough campaign. Never before have we had a campaign of this scale, spanning our entire consumer network of sites. It’s also the first campaign to co-ordinate activity between the UK, France and Germany.”
For more information on Eurogamer’s advertising solutions as the busy Christmas period approaches, please contact Dan Robinson – an@eurogamer.net">dan@eurogamer.net / 07919 378 414.
////////////////
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too many good game this year! not enough time or money.
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also on the point of less is more I totaaly agree. I think its better to perfect a few tracks then try to kind-of-know-your-way around many. The original ridge racer gave me more hours of fun with its 1 track than the likes of gran tourismo ever could.
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Because caucasians are just too damn tall?
Perhaps you can explain in more depth your theory on why the Japanese make the best games?
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The two tracks aren't massively interesting (and one of them felt like a pretty shameless lift from a Rallisport Challenge 2 track). There's just nothing in the demo that would convince me to buy it, especially when I've got PGR3 (only just started), Test Drive Unlimited and Flatout : UC on my shelf, and PGR4 around the corner.
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EDIT: Beaten to it
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I'll be getting this baby!
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I like a wide range of racing games - from real sims like GTR2, rFactor and RACE on the PC with my Logitech G25 wheel, to all the arcade racers and "pseudo-sims" I'm currently playing (without a wheel) on my 360, Dirt, Flatout UC, Forza 2, MotoGP 07, PGR3 (really looking forward to PGR4, loving the cockpit views and the new weather effects look sweet) - but this SEGA Rally demo just didn't have a feel and a style I cared much for, though I'm a bit hard pressed to explain exactly why that is.
I think the game it reminded me the most of in terms of "feel" is oddly enough OutRun 2006, which for some reason I didn't like at all either.
Maybe I only enjoy these ultra arcade racers when they let me smash up the cars and environments
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Your post is a bit worrying - I am much the same, I love Burnout 2 as much as GT Legends, but Outrun C2C left me completely cold for exactly the reasons you mention.
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Yes, it does come across as a little strange, huh?
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Car handling methinks, but then something else aswell.
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Now...should I buy the PC edition or the 360 edition?
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Is it... haunted?
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The graphics are very impressive, especially the detail of the scree kicked up by your tyres. Very nice trick guys. Thankfully there's no HDR the like of which ruined Dirt for me.
As in the review the sensory feedback from the rumblepad is integral to the gameplay, can't imagine the game without it. I found the deadzone on the pad a bit excessive though - any idea if it can be changed?
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I cant beloeve some said they dont give a crap about rumble in a game thats based so much on the terrain effecting the was your drive..
After playing the demo definite pickup
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What a great year it's been for SEGA, first the sublime Virtua Tennis 3 then the equally wonderful Virtua Fighter 5 and soon SEGA Rally!!!
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I loved 1 & 2, but after the shambles of the 2006 edition I wasn't expecting much. Congratulations to the dev team they have really nailed the handling (bumper/bonnet cam) and graphics have that lovely chunky Sega feel. The track deformation is a nice touch as well, I can't imagine it without rumble though.
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Have only tried the demo, but I agree on the whole arcade feel and sense of speed is great - I'm gonna buy this for sure
Only question which version - 360 or PS3.
Are there any difference in framerate and/or framerate, tearing, etc.? - or in online/multiplayer features?
The rumble-less Sixaxis is not gonna be a issue for me.
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That's an awesome day for gaming btw - Sega Rally, HalfLife Orange Box, FFT PSP.
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Nothing fishy going on this time (unlike the sensible soccer review. Naughty, naughty). Eurogamer are quite generous markers and after playing the demo I can definitely see why it could get 9/10 here (probably a 7/10 in Edge).
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Sega rally indeed, welcome back old friend.
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Once you get a bit used to the handling, which took me 2 laps, sliding around, nailing the perfect drift, kicking up the speed again, jostling for position - an incredibly exciting experience. Sega did good work here.
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And yes, I'm aware of the missing rumble on PS3
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Is it just me or do the cars in the demo seem to turn in the center of the car? You know, not a 4, rear of front wheel drive experience but a pinned down in the middle racing experience. Never expected high reviews after the demo.
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Exactly. On my first go on the Tropical stage with the default settings, I was shocked at the twitchy handling and kept crashing. It took me nearly a full race before I realised how I was supposed to play it, switched to the bonnet view and after that I haven't looked back (not even using the Y button!) 'cos I've been too busy enjoying the game. That initial transition period might be what puts people off but once you "get it", you'll realise that the handling is sublime, allowing you to drift around corners at 100 mph, never losing that exhilirating sense of speed and excitement which is missing from most "realistic" rally games. After the disappointment of SEGA Rally 2 on the Dreamcast, this appears to be a real return to form I think, retaining the feel and charm of the original as you remembered it!
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But after playing the demo - it is utterly fantastic!
It cannot be compared to PGR, Forza or DiRT as it is just different, I love driving games and have had most of them for PC as well as XBox and this is just awesome fun. It immediately took me back to hours playing the 4 levels on the Saturn. The handling is spot on - not realistic at all but seems to always give you that "one more go" feeling of old
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Incidentally, I noticed that the play link is gone from eg. Does that mean you're no longer getting money from me using the referer id in my play shortcut? (or did I just overenthusiastically adblock that button?)
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PS3 has some majic powers, like making people not care about feeling when tarmac switches to gravel...
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Does the PS3 version have voice chart, etc.
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for fuck sakes its a 6-7 at best
the only thing the "deformable terrain" does is make the pad buzz enough to give you RSI.
Looks ok in the gfx department, nothing special. Slide, bounce, slide, bounce repeat until utter boredom sets in .
Ill stick to the far superior DiRT
RIP Colin. You still rule supreme
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It's a bizarre syndrome where Sony fanboys pretend they don't care about a glaring gap in their console's feature list....
You know that if/when Sony release a rumble Sixaxis, they'll all go out and buy their replacement controllers.... and probably claim the rumble is better than the 360 equivalent! ;0)
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I have both a 360 and PS3 and will buy the version for the console which I have most friends on which is PS3.
Rumble is just a detail for me, but of course I would prefer if it was present.
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... NOT!
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Btw, does SR have a replay option?
The demo didn't .
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Bargain if ever I saw one
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Its clear that the 360 version is using the hardware tessellation to generate a stupidly high poly count on the road surface, but I'm not sure how they would achieve this on the PS3.
I'm also intrigued as to what sacrifices had to be made for the PSP version, and what they did to make up for them.
And as for everyone who's complaining about the score, it's a review, it's a matter of opinion. There is nothing technically wrong with the game, and it is fundamentally fun. If its not your cup of tea, then go get a coffee.
I just played the original and then this one, and they both feel great.
Everyone is in agreement that it looks great too. Which is surprising. I though I was the only one who was getting really tired of excessive use of bloom and HDR techniques.
After playing the new sonic game on 360 for far too long, this game finally (based on the demo alone) totally restores my faith.
: D
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+1, would be best if it was in: you can always turn it off
Initially I thought I would be missing rumble but after doing a couple of months without it (play my PS2 games on the rumbleless PS3 as well), I can honestly say I don’t miss it at all. The feedback it gives can be achieved better with visual and sound cues. And rumble feedback is so crude that, for me at least, it doesn’t help with immersion one bit. One of the few games that did something useful with rumble was Metal Gear Solid (Gamecube remake at least, never played the original) and I must admit that was one of the best gaming moments ever.
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Sweet.
Fucking go on!
Or gwaaaaaaaaan!
As Jamaicans like to say.
/hopes EG aren't lying
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That's like saying "I don't chocolate ice cream because it tastes to much like chocolate"
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@truwari3r
The handling of the cars, turning from the centre as opposed to the front, is very similar to the way that dirt handles.
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Variety is the spice of life and it’s great that there is an arcade rally game (and a very good one at that) alternative to the more sim like games out there.
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jonocarr1983: If you take any physical object, and push on it to rotate it without shifting it, you'll see it turns around its center of gravity - that's the very definition of a center of gravity. IRL cars are the same, but because we see them move as well as turn, it doesn't seem like it.
The chase cam keeps a fixed distance from the car, so you only see the rotation. It's nothing to do with the physics implementation.
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I might go buy DIRT now, since I was holding out to see how this turned out, and the review doesn't really override my impressions of the demo.
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Your review credibilty will be seriously harmed if big paying advertisers get awesome reviews for mediocre games.
Blurry textures, cardboard trees, average courses billed as superb.
This game has 7 written all over it. Let's see what other review sites have to say.
Best visuals ever--play the demo people before you buy on the strength of this review.
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Oh the SHAME!
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Seriously, I'm no troll etc, but he who pays the piper calls the tune.
Whilst you are of course entitled to your opinion, if this metacritics at 8 or lower then I would suggest that your opinion has been bought.
You telling me it doesn't happen?
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9 out of 10 for this terrible shallow product? Wow, does this site ever suck nowadays.
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Maybe the game is just not you're sort of thing but other people might love it and think it is worth 8/9 out of 10?
@Those who have had one go at the demo and immediately hated the game. Tried using the bonnetCam or bumperCam viewpoint? I found the game must easier to control and gave a much better sense of speed this way. Transformed it from an average experience to a real entertaining reinvention of the original game.
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Krudster, would you imagine that other websites or print publications are sometimes 'influenced' by sponsors? Or do you imagine the whole industry to be squeaky clean? Genuinely interested as I am the first to admit that you know more about journalism than I.
Even if your review wasn't bought I am still a little less confident in Eurogamers 'opinion', which in the past had seemed like a good indication of how I might feel when I got to play the game.
(Ignores Sge Rally banners all around this page...)
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However, after repeated play my opinion completely changed as you start to realise that you can throw the car around corners at ridiclous speeds and still feel in complete control.
I think you can only start to cricticise, once you have come 1st or second in the two demo tracks.
IMHO one of the most entertaining driving games I have played for a long time.
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Maybe i will turn the corner and love it soon..??
Never happend before
IN EUROGAMER WE TRUST
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Though this is all subject to opinion of course.
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/yawn.
Boring.
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I'm not a great fan of games like PGR or GT, and prefer the Burnout style of games, so this sounds like it could be suited for me quite nicely. Will try the demo out once I get a bit of spare time.
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Fully agree with the review and score, and especially the sentence that it's the most original arcade racer since Burnout 2.
And I said it in the forum: it must be the first game since Pitstop on the C64 where I am leaning into corners. It's quite embarassing.
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What a HUGE disappointment.
I don't usually write reviews but I felt compelled to register here just to let you know how bad it is - it is the WORST racing game I have ever played - no word of a lie.
Yes, the graphics are gorgeous and mud sticks to the car and is washed off driving through puddles - very clever, but if the gameplay isn't there it's all for nothing.
The game is that bad that I don't even have the inclination to comlete one race.
The problem is basically this ... the cars twitch and slide like they're floating above glass - the only feedback is via the rumble pad. Basically you don't feel in control of the car ... which you need to be if you want to enjoy a racing game. The steering is extremely vague. To make matters worse, you'll just bounce off trees, rocks etc on the side of the road with a slight decrease of speed.
Shallow? ... like a puddle.
I just don't get it. I felt completely disconnected from the driving experience, thereby negating the point of buying a driving game.
I have always been impressed with the maturity of official reviews on this site and naively hoped that they weren't influenced by the sponsors ... but this is a huge exception.
To give this9 out of 10 is at best misleading and at worst, criminal. You should be ashamed of yourself - unless, of course, Sega provided you with a shiny new car in which case, I'll have your job.
Be warned, this game is AWFUL.
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According to some (NOT ME!) the bright colours make it seem "kiddyish" in the same way that mario is just for kids. The handling is simply stupid, PGR now that's an arcade racer...
I really want this game, I havent bought it yet, as I am fully expecting it to be bargain binned just like outrun was, I feel lame, like I should be supporting such a great product, but I supported both outruns on xbox (and even grabbed a third copy for my psp) and am going to try and wait out the price reduction storm (halo 3 helps).
I don't imagine that this has sold at all well, and I expect this will be sega's last forray in to arcade racing...I was suprised they tried again after outrun really. I wonder what SRS will do now, hopefully they wont all lose their jobs in a few weeks.
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As much as I expected to dislike SEGA Rally and to just use it as a quick trade-in on the 12th, I have to say that it's starting to grow on me. And very quickly, since I'm only through the first nine races.
Yep, it's the most blatantly simplistic arcade racer I've played since Outrun Coast 2 Coast (which I hated 20 minutes in and still a few hours later after trying to give it a bit of a chance), but it's just plain fun.
It looks great, if perhaps a tad too bright and colorful, it's blazingly fast, easy to control (a plus in this case) and the deformable terrain not just looks pretty amazing, but - as the review states - really does have a rather significant impact on handling on laps 2 and 3 of a race.
It's a bit too soon to say if this a game I'll pick up regularly just to do a few races or time trials (as I tend to do with many racing games, whether or not I've previously "completed" them), but so far I think it was definately worth the money - and if not a 9/10 score, then at least an 8.
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My 2 cents are that it's a VERY good ARCADE racing game, very well balanced, great controls, graphics and general feel.
Shallow? Undoubtedly yes but sometimes an hour's blast is what you need and if that hour is more enjoyable than a day spent in a simulated racer then long live shallow racers!
8.5/10
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I win the first race and then the AI pretty much leaves me in the dust in the last two. And damn I hate that Arctic 3 track
Anyway - the more I play the more I start appreciating the simple beauty of nailing this fairly limited amount of well designed tracks. There really is very little room for mistakes if you want to win - usually something I find rather frustrating, but so far I haven't been screaming much at my TV
Even Flatout: UC is almost a cakewalk compared to this
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as you can tell after my "I'll wait till it gets cheap" rant all of four hours ago, I now own the game.
and yes it does get hard quickly...but dang its good.
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I've only had a console for a month (not counting my old, rarely used PS2) and so far it's been my distinct impression that gone are the days where console gaming could be counted on as stable, reliable and without technical glitches.
I swear I've had more freezes and "disc unreadable" errors on that 360 than I've had crashes to desktop or similar in my last year of PC gaming
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Krud, this is the 1st time I've ever not totally agreed with your review. I really hope it's the last time too. I would have bought this game based on your review, but thank god I played the demo first.
The guy who said he felt 'disconnected' from the car as it swam all other the place, twitching and floating got it spot on in my book.
Sorry mate.
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I hated the demo as well - it gave me bad flashbacks to Outrun C2C. As I mentioned though, I ended up buying the game anyway yesterday and I absolutely love it - utterly simplistic and (really) old fashioned as it is.
Flying around those well designed and deformable tracks, trying to nail the corners perfectly in order to keep up with and pass the AI drivers (they get rather brutal after the first handful of rallies) is way more entertaining than I ever imagined it would be after trying the demo.
I do have a feeling this might be one of the few racing games I won't go back to once I'm through with it - but until then I imagine I'm going to get at least 15-20 hours of fast paced fun, and that's not really half bad when I had expected to be sorely disappointed
"The guy who said he felt 'disconnected' from the car as it swam all other the place, twitching and floating got it spot on in my book."
The cars are very easy to control in my opinion - the hard part is getting them around the tracks fast. And while they might feel a bit too light (and obviously full on arcady), I don't feel "disconnected" at all, at least not playing from the hood cam. I haven't a 3rd person cam - I pretty much can't drive like that in any racing games with the exception of Burnout and Flatout.
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They would add electroshocks, but the technology to do that wasn't really there yet.
I picked this up on monday and even though I only played for a few hours, I really like it.
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The PSP version is an entirely different game. It's not as fast, but the gameplay feels more... solid. Physics seem weightier and it takes a more delicate approach to handling. Handling is superb though, working very well on the PSP's D-pad. It looks sort of old-fashioned, but they've managed to get the same feel of mud, dirt and SEGA vistas. I'm probably going to rate these as equals.
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Anyway I'm off to try the demo.
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It's not a driving game, it's an arcade game about driving. That's why your kids will find this fun as opposed to Forza, but at the same time you will never ever meet anyone who has 100% completed the game. Fun but tough as nails. The review reads as a classic Sega experience.
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If you want a rally SIMULATOR then this game is definitely not for you - if you want an arcade racer thats fun to play and doesn't take significant time to pick up, then give it a try - you might like it.
Remember, not everyone out there has the time to spend weeks perfecting the perfect line through every single corner, some people just want to be able to pick up and play, have a bit of a giggle and come back later. Sega Rally is perfect for that.
In a day and age where games are getting more and more complicated, Sega Rally is a refreshing game of simple racing - nothing more, nothing less.
My score: 9/10 (I'm with you eurogamer!!).
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For me, hitting the dirt with the bumper cam is pure arcade goodness. And the great XBOX 360 controller support for PC is a welcome addition.
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I can understand why the hard-core driving fans might not like it - but its really not supposed be that type of game - This isn't your Gran Turismo or Forza style racer.
It's exactly what it should be - a cracking arcade racer that you can just pick up and play. Its not about exact racing car physics or getting the absolutely exact driving line and braking - its just way Over-The-Top power-sliding fun!! They've really managed to transition the Sega Rally arcade game over - gotta say I absolutely love this game!!
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Edit: have now got it and it's brilliant.