Perhaps one of the most important things to know about the gameplay of DiRT Rally 2.0 is its design to be challenging. You can and should expect yourself to need to focus on the driving, including when to turn, when to brake, how much to push the throttle, etc. I should probably mention I did not use my keyboard and mouse to play but instead grabbed my Steam Controller. I also have a Dual Shock 4 (PlayStation 4 controller) and a USB Xbox 360 controller but prefer the triggers on the Steam Controller the most. Also I can have the paddles set to take screenshots and have OBS Studio save the Replay Buffer, which is rather convenient. It can be controlled by keyboard, but I do think this is a game likely best experienced with a controller so you can have the analog inputs.
DiRT Rally 2.0 is challenging in a number of ways, with the two most significant, and likely most welcome, being the track degradation system and the different handling models for the vehicles. While some vehicles may feel similar, though with different amounts of power to push them, some can be wildly different, and you notice it. For one of the tests I did I used a car that felt more powerful and more ready to spin than any I had used before. Granted my focus was not strictly on driving it successfully, but it would have taken me quite some time to get a good handle on it. That might seem a bit extreme, but it is also pretty cool, and I think if I were more into racing simulators like this, I would be more excited.
The track degradation is something a little hard for me to describe, at least as far as impact goes. Somehow I was lucky enough to start doing well in the rally races, which meant I was consistently running last, when the track was most degraded. Still I was able to see the impact the degradation I was having and then when I was doing some test I could feel the difference. When the track was fresh, the car could smoothly cross from one side to the other of the lane, but when the track is degraded you can even see it bouncing as it runs across the virtual tire tracks from earlier racers. I also noticed at times getting stuck along the edges of the tracks, which might not have to do with the degradation system but just the character given to these tracks, to make the experience more realistic.
Other ways the game sets the challenge for you is its limitations on restarting. You get five restarts for an event, which can include multiple races. If you are having a bad race for any reason, restarting may be a good way to address whatever the issue is, but you will want to be conscious of how many of these you have so you do not waste them before you need them on a later, harder race.
Instead of focusing on ways the game is challenging, I should probably try to describe how fun it is, because it really is. I really was having a lot of fun while playing. It was challenging but did not feel difficult, with my distinction being that challenging is I need to get better to do better, while difficult is I need to get lucky to do whatever the developers think is better, but with more anger and frustration. Challenging is also engaging because you sense you can do better if you just work at it and find tweaks. An example for DiRT Rally 2.0 would be tweaking how you make different turns. In some conditions you want to slow down before you get to the turn, like in a Rally race when you need to make a hairpin or right-angle turn. There is not necessarily enough room to slide around the corner, and the surface might cause you to lose control. In Rallycross though, I was much more comfortable with taking turns at speeds, because the sliding was more consistent. However, I still found it necessary to tweak applying the brakes and throttle while turning, as both influence how much you turn the car.
Being able to estimate how the surface you are on will react to your turn is crucial, and also how your vehicle behaves while turning. Until you get comfortable with this, you will probably not come in first, but with time and the appropriate amount of patience, you will get there. Then you might end up on a different car and need to learn this all over again! I both am and am not exaggerating with that comment. The different cars really can feel different, so you will need to learn them, but you can also stick with the car you picked for a long time. I am pretty sure I am still in the same Rally championship and I think I have only used two cars throughout.
Besides the Rally and Rallycross career mode you are presented at the first page of the Main Menu, you also have a Freeplay page, where you can do championships with historic cars, FIA World Rallycross Championship, make a custom championship, and run Time Trials. I have done some with the Time Trials and custom championships for testing purposes, as both let you select specific tracks and conditions, to a point (the custom championships offer more control over conditions, like if it is raining or night), but have not really touched the historic championship, wanting to focus on the main campaigns first. I will say I hope the custom championships get at least one change to them as I cannot figure out how to save one I put together. This would be helpful for repeat testing, especially if I do decide to do a performance analysis. Still, they are fun enough, and I guess both these and the Time Trials could be used to practice specific race tracks you encounter in the career section. There are also community events you can access in the Career area, but I do not feel like pitting my skills against anyone that exists as more than a game script. As it is I have lost some interest in the Rallycross mode because in one event I saw some AI performing so significantly better than me I cannot fathom how I could improve to that degree. (I believe it was the next Rallycross event where I swept the competition though, so sometimes things just work better for you.)
Overall, DiRT Rally 2.0 is definitely a fun experience, but I do think you need to know what you are in for, as it is a challenging experience as well. In fact, I would not be surprised if there is more challenge to come, but hopefully I will have improved enough to meet it when I get there.
Dirt Rally (stylised as DiRT Rally) is a racing simulation video game developed and published by Codemasters for Windows. A Steam Early Access version of the game was released on 27 April 2015, and the full version was released on 7 December.[2] PlayStation 4, Xbox One and physical PC DVD versions were released on 5 April 2016. The Linux and macOS versions, developed by Feral Interactive, were released in 2017.[3] A sequel, Dirt Rally 2.0, was released in February 2019.[4]
Dirt Rally is a racing game focused on rallying and rallycross. Players compete in timed stage events on tarmac and off-road terrain in varying weather conditions. On release, the game featured 17 cars, 36 stages from three real world locations - Monte Carlo, Powys and Argolis - and asynchronous multiplayer.[5] Stages range from 4 to 16 km. Subsequent updates added three more locations in the form of Baumholder, Jms and Vrmland, as well as rallycross and player versus player multiplayer modes.[6] Codemasters announced a partnership with the FIA World Rallycross Championship in July 2015,[7] leading to the inclusion of the Lydden Hill Race Circuit (England), Lnkebanen (Norway), and Hljesbanan (Sweden) to the game.
In terms of image quality, a full 1080p resolution is delivered on both PS4 and Xbox One, with post-process anti-aliasing, along with matching art and effects work, whereas the PC version includes Steam Workshop that consists of preset setups made from each vehicles by users that helps benefit races from different terrains from different tracks (though the game holds up to 100 mods as subscribing to more than 100 mods will not function).
Dirt Rally was developed by Codemasters using the in-house Ego engine.[6] Development began with a small team of individuals following the release of their 2012 video game Dirt: Showdown.[5] The team has emphasised a desire to create a simulation with Dirt Rally.[5][8] They started by prototyping a handling model and creating tracks based on map data. The game employs a different physics model from previous titles, rebuilt from zero.[5]
To recreate authentic car sounds, the developers recorded nearly fifty real world rally cars by placing up to ten microphones in each car's engine bay, at the intake, above the exhaust, and inside the cabin. The audio mix depends on the player's camera location, and also the surrounding environment due to modelling of reverb on each stage.[9] The audio team also captured details such as gravel kick-up, waste-gate chatter, and the whine of straight-cut transmissions. They primarily recorded on-track rather than on a dyno in order to capture off-throttle deceleration.[10][11]
An early version of Dirt Rally was showcased to journalists in late 2013,[5] but the game wasn't officially announced until April 2015. It was released for Windows in early access on digital distribution service Steam. Game director Paul Coleman said that it was important to publicly release an unfinished build of the game so that the development team could get feedback from players.[8] He expressed an interest in releasing Dirt Rally on consoles in the future but said that it was not possible, with it being an early access game at the time,[5] then lent his voice as the game's English-speaking co-driver. Codemasters intended to introduce new cars, locations, and modes in monthly content updates, and make gameplay tweaks throughout the early access process. The full version of the game was released on 7 December same year. The game was released on PlayStation 4 and Xbox One on 5 April 2016.[12]
GameStar gave the game 90% and said "Dirt Rally is the best rally simulation at the moment and one of the best racing games of all time. Beginners will find it to be quite difficult".[22] GamesTM celebrated the change of direction, saying "this is the best thing the 'Dirt' name has ever been associated with and rallying enthusiasts are sure to be relieved that the obsession with the kind of American slang that was only partially hip in the 90s has been overcome and removed".[23] Play magazine said that "it doesn't patronise with gimmicky mechanics, nor is it a dry, joyless simulation".[29] GameSpot praised the physics model, graphics, and the range of cars, but said that the "Hill Climb and Rallycross modes feel half-baked".[20] Italian version of Eurogamer agreed too: "All we can hope for is new content - more cars and tracks".[17]
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