WRC
Dishing the dirt.
"It's not only about racing. It's about rallying. That's something different."
I'm sat in a hotel meeting room in a mildly scruffy corner of Milan, just around the corner from the offices of the motorsport game specialist Milestone. Irvin Zonca, physics game designer, is explaining - with soulful enthusiasm - what this independent developer discovered about the spirit of the World Rally Championship when it started working with the sport's teams and drivers some three years ago.
"The 'rally' word is also used to mean a gathering. So it's something that moves a lot of people that work together, where everyone does their part for success, for victory. It's really an environment, an ecosystem."
Sentimental? Perhaps, and most of it could be said of most other forms of motor racing, too. But we'll let Zonca off. Partly because Italy has a very long and fine tradition of injecting sentiment and passion into the sometimes dry, clinical world of motorsport. Partly because his words also reflect the heart-warming story of a dedicated independent team getting a crack at one of the most prestigious - if neglected - licences in its field and responding by substantially raising its game.
But we'll let Zonca off mostly because his original point is spot on. Rallying isn't racing. It is something different. And that is something most recent rally games have lost sight of.
It's been five years since Sony and Evolution released the last officially-licensed WRC game, and also five years since the last instalment in the Colin McRae Rally series before Codemasters steered it into the thematically muddy DiRT. Enjoyable as the DiRT games were, pure time-trial rallying got drowned out in all their X-Games noise and fictional wheel-to-wheel racing, not to mention in the brash arcade fantasies of the SEGA Rally revival or Evolution's MotorStorm.
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Screenshots: WRC
What happened? Why has it been so long since we had a proper rally simulator? And - with no offence at all intended to the plucky and passionate Milestone and its publisher Black Bean Games, the companies behind the recent, increasingly accomplished SBK titles - how come no bigger players have stepped up to the challenge?
"Probably because the type of game is very difficult to realise," says game director Fabio Paglianti (a man so profoundly Italian he was seen sporting a neckerchief at E3 - and getting away with it). "The rally experience is completely different. You don't have any challengers beside you. Your challenge is to beat yourself, beat the track.
"Many rally games have changed the paradigm of the rally to get near the public, game fans... The WRC licence is based on the idea that you respect the paradigm where you are alone on the track. So it's a very strong choice for a game," Paglianti says. He points out an interesting contradiction: WRC as a sport may still be big business, but as a gaming experience, it's purist to the point of being niche. Populism has led the big boys astray, and Milestone is here to get us back on the straight - well, far from straight - and narrow.
So Milestone's WRC is just you, the car underneath you, the track underneath the car and a timer ticking away in the corner of the screen. It's rigorously simple, but it comes in thousands of permutations: 13 rallies in 13 locations around the world, 78 stages covering 550 kilometres over 40 different surfaces, and 60 vehicles (though many are the same make and model) across four classes of car.
And it's never the same twice, as Zonca says: "One of the mottos of rally drivers is that a driver that races in circuits sees the same corner thousands of times. A rally driver sees thousands of corners one time."

The pace notes are entertaining, with your co-driver injecting the odd sarcastic barb or panicked scream.
To give you some sense of progression through this exhaustive database of corners to slide round, the game's 55-event single-player mode will lead you through the career of a rally driver, beginning as a "newbie" starting your own team in the Junior championship. You'll then take your driver and team up through the Production and Super-2000 classes, moving from local to national, regional and continental cups.
All the while you will be earning credits and experience, and attracting more attention from the official WRC teams. But it's not until you reach the WRC itself that you get to join one of these teams and sit alongside the likes of Sebastian Loeb, Kimi Raikkonen, Ken Block and Petter Solberg. (There will, of course, be a quick play mode that allows you to try their cars right off the bat.)
There will be two multiplayer modes, too: a simple hot-seat offline mode where you and your friends set times in sequence; and synchronous online multiplayer that features no collision, in order to respect the rallying "paradigm", with other players represented by ghost cars. It supports 16 players with absolutely no lag, boasts Zonca.
Moving to rallying from circuit-racing presented Milestone with two significant challenges. The first was to write an entirely new physics engine to house a handling model that could cope with the bumps, surface changes and loose, handbrake-heavy, drifting driving style of rallying. It also needed to satisfy simulation enthusiasts while remaining accessible to casual fans of the sport.
"The fact is that you have to give a model that can be handled by a newbie, while keeping the game fun to play," Zonca says. "We started saying, OK, if I apply this aid I will be prevented from skidding. But one of the most beautiful things in WRC is to drift, skid around corners. So why prevent the player from doing this?
"So for example, even if I apply the stability help, it will be impossible to spin in a corner, but it will still be possible to arrive at the corner, brake, making a Scandinavian flick, making the weight shift from one side to the other, then taking the apex, accelerating, exiting the corner with a powerful drift... It's really important."
It's also looking more and more like a success. At E3, WRC's handling had the right feel, but was often unpredictable. Weeks later in Milan it's taking shape beautifully. I try the game on Finnish dirt, Swedish snow, Jordanian sand and German tarmac, and grip is finely modulated, progressive and surprisingly subtle, with noticeable rather than pronounced surface feedback.
The swishing, graceful slides on snow are particularly delicious and easier to control than some games' representation of power-sliding on tarmac. On a console pad, with some driving aids turned on, it's a surprisingly accessible; on a steering wheel (WRC will support every wheel imaginable) with the aids removed it will bite your hand off. But, crucially - and unlike, say, the difference between such set-ups in Forza 3 - it feels like the same game each time.
1/60 Milestone is so dedicated to realism that it's reproduced the DiRT 2 logo on the back of Ken Block's car.
Milestone's other, even more daunting challenge was creating the stages themselves. Actual stages being far too long to represent in a game, the team had to craft every one of those 550 kilomtres themselves, trying to capture the characteristics and spirit of the actual stages while making sure they'd work from a gameplay perspective.
"So we analyse with deep research of the real location of the rally, go along the track and take photos to understand the characteristics of the ground, the vegetation, the landscape, what you can see from the road..." says Paglianti. "And then, when we have all these elements, we started to recreate based upon various stages. It's not exactly the same, but they have some links to the real ones. Also we put along the stages the typical elements, for example in Finland there's a very famous jump in the rally and we recreate the shape of that jump."
This, based on 24 stages available to play in Milan, is where Milestone has struck gold. Previously bound to transcribing real-world circuits, the studio has found in the freedom of WRC a real talent for creative and exciting track design.

TThe car models not only feature extensive damage but incredibly detailed interior modelling.
In Sweden, you thread your car down terrifyingly narrow gullies of packed snow, watching walls of ice slide by as you drift past the apex. Germany offers a tight, urban, tarmac complex winding around a Roman ruin that suddenly opens out into a thrilling high-speed sequence through picturesque woods. Jordan is a hair-raising test of guts, the track a ribbon of loose sand winding along the tops of dunes with precipitous drops on either side.
The only thing more amazing than the sheer number of corners Milestone has created is how many of them are memorable and interesting. WRC's stages are credible, but condensed and dramatised in a way that will really help the game escape accusations of dryness.
There are rough edges here; graphical polish is variable, with Finland's watery autumn sun and muddy forests looking very atmospheric, but the Jordanian and German stages needing a few more passes to come up to scratch. Unforunately, you can't expect Milestone to be able to match the visual pyrotechnics of, say, Codemasters' EGO engine. The sound, however, is already excellent.
But it's how WRC feels in your hands, and the feeling Milestone exhibits for the sport, that really matter; especially so after a five-year wait for the return of true rallying to the videogame form. On those counts, you've every right to be optimistic.
WRC will be released for PC, PS3 and Xbox 360 on 8th October.
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Comments (42) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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But this looks good.
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Dirt 1 + 2 were good games, but you'd struggle to call it a rally sim
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My favourite of all time is Colin Mcrae Rally 04. Hope this can finally knock it off its high perch.
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I want to be, I really do, ive been let down so many times before.
Could this finally be the rally game weve been waiting all these years for?
This will be my GOTY if it has wheel support and handles like McRae.
Please be good PLEASE!
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It'll never be out before 2015 either...
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Have a server, stick up a rally, and everyone playing it while connected online and sticks their time up. If you disconnect then you post no time. (Bad connection, oh dear, sort it out). Then you can see yourself over a whole rally against loads of other drivers, would feel like an actual rally. The whole point of rallying is that you don't have to drive against other drivers in a live way.
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Hey I was just joking at GT5's expense
I don't actually care about GT anyway so how good it looks compared to this matters not, and as Spekingur said it's not like GT is a pure rally game anyway.
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I love the way this game gets dragged into every driving game forum.
It's never coming out.
GT5 is better than forza..... snore.
GT5 is better than WRC..... snore.
I'm looking forward to this game. Bout time we got a proper rally game.
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Maybe because Colin McRae 3 made a flop in the States and further entries in the series were not even distributed there? For better of for worse, there's an economical reason why DiRT is more a general X-Games racing game than a Euro-centric WRC sim.
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The second game was highly polished, but to me was just so soul-less. I think only around 10% of the actual game was rallying as well. When they released the timesaver pack so all the cheapskates could have the best cars without unlocking them I traded in.
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The feeling of sliding and keeping the power to the wheels at exactly the right amount to take corners was spot on.
I've sometimes felt other rally games had a forced laggy feel to them to highten the slidey feeling. WRC never did this and you felt like you had to do far more to stay on the track and stay in control.
Can't wait, it's been too long!
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Because DIRT for all its shiny looks and varied events was ruined by crappy handling and the obnoxious WHOOOOOOOOOOOOOO X-games gumph.
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I want sim and no americanisation or dumbing down.
if it plays like richard burns rally i'll be chuffed.
oh and please give me old school fords, group N fiesta ST's and vauxhall nova's.
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Is Richard Burns Rally worth picking up for the xbox? When everyone praises it, are they talking about the PC version or Xbox?
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Metacritic reviews
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I for one, really enjoyed it on the good old Xbox.
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Speaking of reviews... nice review, apart from the utter lack of technical information. Still, at least I know how many cars the game has!!! Sorry but in all my years playing Colin McRae games I spent 99% of the time in just three cars. Racing games are about tracks, not cars, for some of us.
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All recent games from Milestone run at 30fps. WRC will be the same.
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"The fact is that you have to give a model that can be handled by a newbie, while keeping the game fun to play"
Why is not considered fun if a simulation is geared towards realism and why should things be geared towards newbies, it's not like this is the first driving game ever. Lets try an example, I decide to play a simulation based on realism, lets take iracing as a good example. I race and say finish 6th out of 12, I had a great time enjoying the realistic handling of the physics, it makes me want to drive again and learn to drive better whilst enjoying great physics.
Now lets take an unrealistic driving game, I won't point 1 out as there are far too many woeful efforts out there , but for the sake of argument we'll pick one that tries to hit the middle ground with physics, one that tries to appeal to sim and arcade racers. So I fire up the game and start driving, what the hell is this handling, it's mushy, it's not sim, it's not arcade, it's just god dam awful, uninstall game, never play again.
That's the problem with these middle of the road physics games, you can never appeal to a sim driver who uses a wheel, and if you're playing these games with joypad or keys then you totally miss the point of racing games, they're meant to be played with wheels and should be designed for wheels from the outset.
It's been said that the market dictates that racers want arcade racers, this is probably rubbish, whilst it's nice to have a bit of fun in an arcade racer like ridge racer, what we want from more realistic efforts is realism for handling with the physics. I doubt one of the main reasons we see AAA racers hit the top of the charts isn't because everyone wants that type of game, a lot of it is to do with expectations, we pray in the hope that it will be realistic. Go on admit it, how many bought a great looking racer only to find the physics were rubbish. I'll admit it, I bought one such game, in the back of my mind I kind of knew it might be crap but I still went ahead and bought it in hope as there wasn't many new racing games out.
And now we have F1 2010, the reviews made it sound good, but checking the forums there are some bugs, nothing new you say, always bugs in games. But a bug like a pitstop bug where you pitt and come out last is a joke, firstly why wasn't that picked up in testing, why didn't the big review sites point that bug out?
The whole racing scence and all these flashy games makes me lose hope for racing games, there are at least some good efforts out there, iracing, net kar pro, Rfactor 2 I'm hopeful about.
And what about the classic Richard Burns Rally? A game still going strong after all these years with the 2010 mod. How many of the flashy middle of the road mushy handling games will you be playing in 3 months time? But they're fun right and can be handled by newbies so should be playing for months? Oh you won't? Oh why's that? Because the best driving games are the ones that try to be realistic without pandering to the newbies. I'll be having "fun" in the realistic games for years, something developers need to get a grip with, graphics don't make a racing game, physics do.