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SEGA Rally Review

Xbox 360 Review by Kristan Reed

17 September, 2007

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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

'SEGA Rally' Screenshot 1

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.]

'SEGA Rally' Screenshot 2

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.

'SEGA Rally' Screenshot 3

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.

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Comments: 1-50 of 178 in total | next 50 »

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JackyB
17/09/07 @ 15:00
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woohoo
evild_edd
17/09/07 @ 15:00
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9!!!!!!
Consider this bought then
Just need to play the demo now :D
menage
17/09/07 @ 15:02
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Damn, now I'm actually curious. I wasn't interested in this at all.
CrispyXUK
17/09/07 @ 15:03
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Yey.

/buys
JediMasterMalik
17/09/07 @ 15:03
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Is the only difference betwen the PS3 and 360 version the rumble? Or is there a visual difference?
Eighthours
17/09/07 @ 15:03
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For a kick-off, it's running at a rock-solid 60 frames per second, and yet throws out more detail than pretty much any driving game to date.

Edit: word has it is 30 after all.
Edited 1 times, most recently on 17/09/07 @ 16:07
JackyB
17/09/07 @ 15:04
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shame i have bought a wheel.
LetsGo
17/09/07 @ 15:05
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Has any in-game screenshots been released yet?
symmetry
17/09/07 @ 15:06
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Loved the original to death.

Am now no longer interested in arcade racers, give me realism every time.

Well... maybe I'll try the demo...
pjmaybe
17/09/07 @ 15:06
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Edit: let me stop you there, confirmation from Sega says it's 30fps.

Edited 1 times, most recently on 17/09/07 @ 16:08
rommy667
17/09/07 @ 15:07
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The BEST IS BACK!!! The satrun version of this is still the best rally game ever so heres hopeing this is better :)
evild_edd
17/09/07 @ 15:08
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Interesting that the comments on the demo have been mixed (mostly negative) but the review really reads like it's AAA top quality!?!?!?! Slitly shonky demo, perhaps? Or maybe people want realistic racers all the time these days...?

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)
jonsaan
17/09/07 @ 15:08
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Krudster. Can you unlock the classic Sega Rally track? You know the first one with the chopper and the mud?
krudster [mod]
17/09/07 @ 15:09
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There is one track you can unlock near the end (Lakeside). Is that it?
Darren
17/09/07 @ 15:10
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Nice review, always was a must buy for me but this has just cemented it.
NOSAVIOUR
17/09/07 @ 15:12
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there was me just playing the demo and feeling underwelmed by it. Something just feels wrong with no on screen damage and barriers you just bounce off in this day. Gorgeous graphics and colours. Perhaps I will have to give it more goes.
CyberClaw
17/09/07 @ 15:13
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Does it support split screen? If so, is it 2 or 4 player split screen?

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..."
woodnotes
17/09/07 @ 15:13
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Which version got reviewed, the 360 version?
Darren
17/09/07 @ 15:13
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Yeah, I was just going to say... but there again PGR 3's 30 fps feels faster and smoother than, say, Need For Speed: Most Wanted's 30 fps, right?
Velios
17/09/07 @ 15:14
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It actually runs at 55 fps, not that anyone will notice.
Fitzmogwai
17/09/07 @ 15:15
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If this is as good on the PC as it is on the 360, it's a sale. Been waiting for this for years. First Outrun, now Sega Rally. The gods of gaming are smiling on me!
krudster [mod]
17/09/07 @ 15:15
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It does have split screen, yes.
krudster [mod]
17/09/07 @ 15:16
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By the way, it was reviewed on the 360. Had a quick go elsewhere on PS3, and it looked identical, just without vibration of course...
jonsaan
17/09/07 @ 15:19
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Thanks Krudster. Not sure if it was lakeside. I actually think it was just called desert. Great news about the PS3 version too!
cuppaTea
17/09/07 @ 15:19
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Could you please skip the text and just post a score in the future?
Bigglesworth
17/09/07 @ 15:19
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The paragraph that talks about the framerate no longer makes any sense after its correction; the context depends on the first reference being 60, not 30. Stop being lazy and rewrite it =)

Edit: ok then!
Edited 1 times, most recently on 17/09/07 @ 16:25
tardo
17/09/07 @ 15:21
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>> There is one track you can unlock near the end (Lakeside). Is that it?


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.
CyberClaw
17/09/07 @ 15:21
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The first track of SEGA Rally 2 was simply called Desert indeed.
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).
evild_edd
17/09/07 @ 15:26
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If the original (classic) tracks aren't in there, may I suggest that they pull their collective coding finger out and release them as DLC in the near future. WOuld love to play the classic tracks in new shiny HD glory :D
CyberClaw
17/09/07 @ 15:27
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Ooops, sorry, Lakeside was from SEGA Rally 1 indeed.
From SEGA Rally 2 it was Riviera (the 4th arcade track).

The first track (Desert) was similar in both games as well.
Arcadiian
17/09/07 @ 15:29
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Great demo, spent the afternoon playing it and i'm still trying to lower my lap times on the two tracks. I'm now desperate to start playing the tracks from the real game.
king_skins
17/09/07 @ 15:29
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I'm with evild_edd, definatly need dlc for the classic tracks. everyone knows the desert track
Gojira
17/09/07 @ 15:30
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Emphasise, not emphasis (P2, paragraph 1).

:P
Arcadiian
17/09/07 @ 15:30
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Best thing ever though, is they kept the "GAME OVER YEAHHHH". It wouldn't be SEGA Rally without it.
therev
17/09/07 @ 15:31
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Any chance of a review of the PSP version?
squarejawhero
17/09/07 @ 15:32
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The comments on Sega Rally only serve to show how inflated many gamers ideas of what games should be like nowadays. It always comes off as a list of wants to me (pulling fingers out to add DLC?! Play the game first and get it done, young bucky!). So what if there's no damage modelling? So what if it's not just like Flatout UC? Flatout UC's handling doesn't change with the damage, nor does it have deformation. People seem to demand something NEW every time a game is released... but there's nothing wrong with a game doing something incredibly WELL now and again, either.
krudster [mod]
17/09/07 @ 15:32
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Am taking it with me to TGS, so will definitely do one. Probably in a week or so.
dr_swin
17/09/07 @ 15:34
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I prefer arcade racers to simulations but rarely play either for very long. I would be much more tempted to give this ago if it was priced competitively.
cawley1
17/09/07 @ 15:34
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In the latest issue of Edge or GamesTM they are discussing what Sega Racing Studios will do next, and Daytona seems a high possibility!

Outrun 2 C2C, Sega Rally, please Sega, make Daytona happen!
Pike
17/09/07 @ 15:34
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As far as how arcadey it feels, how does it compare to Rallisport 2? I'd love a game like that, and since DICE won't make any sequels this might be a solid alternative.
Dizzy
17/09/07 @ 15:37
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Awesome! Buy! Thx guys... great review and a great score for one of my old time favourites.
krudster [mod]
17/09/07 @ 15:37
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To my mind, this is as pure as arcade racing gets these days. Rallisport feels like a sim by comparison :)
Arcadiian
17/09/07 @ 15:37
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I loved RalliSport 2, but that was definitely more realistic. It's more like SEGA Rally Championship on the Saturn than anything else.
Pike
17/09/07 @ 15:39
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Hmm, might be a bit too arcadey for me then. RC2 struck the perfect balance for my tastes. But when I'll get around to buying that 360 I guess it will still be worth giving the demo a bash.:)
Darren
17/09/07 @ 15:41
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And I don't understand the "less is more" comment in the review in reference to the small number of tracks in the game. If the devs can make 3 tracks for each environment then why not 5, 6 or even 8? Surely learning all of those would mean a longer lasting game, particularly as the reviewer then questions the game's longevity at the end? :?
Arwin
17/09/07 @ 15:53
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Not suitable to driving with a wheel peripheral? Hmmz. If that is really true, then this is a definite no-sale for me.

For the pad owning PS3ers, who knows though what will happen at TGS, eh? Will they or won't they? That's the question.
Hog-lumps
17/09/07 @ 15:53
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If the devs can make 3 tracks for each environment then why not 5, 6 or even 8?

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!
Edited 1 times, most recently on 17/09/07 @ 16:54
AhrimaaN
17/09/07 @ 15:54
#48
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So... a 9 then. Better than every PS3 game I take it?

Sold

Sounds like Dirt but more fun and multiplayer.

Sold
LeD
17/09/07 @ 15:55
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Another slap in the rumble-less PS3's face. That gotta hurt!
CyberClaw
17/09/07 @ 15:57
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Darren, I have to agree with the less is more. SEGA Rally was always about learning the perfect balance of speed and angle in each track. Many years after it's release, I still play SEGA Rally 2, and I stick mostly to the 4 original arcade tracks.

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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