By: Umax
The World Rally Cup has been a favorite of mine to watch on
SpeedVision for some while now. It is like no other kind of racing
in the world, with perhaps the exception of Baja racing. Even
then, it shares very few similarities. What is WRC then? Well, the
main players in the WRC are Subaru, Toyota, Ford, Mitsubishi,
Nissan and a few smaller companies which are mostly only found
in Europe. These cars have very little done to them compared to
the Baja Rally cars. They have tuned engines, and obviously
stepped up suspension. Other then that, the only major
modification is the roll cage and safety equipment in the car. The
highest HP on a WRC car is rated at 300 bhp, and some smaller
cars are 285 bhp to 290 bhp. So who, then, is Colin McRae, the
namesake of this game? Well, he is the pilot (and I do mean pilot,
these cars spend more time in the air then on terra firma) of the
Subaru Impreza car that has been so successful in the WRC. This,
for those of you who don't know, is the blue car with yellow trim
and that huge shark fin on the back.
Colin McRae Rally is made by Codemasters, a company which has
in the past had success with racing games. They are the authors
of TOCA Racing, which was only slightly lacking in the graphics
department. However, CMR definately scores well in the graphics
department. Using a Riva128 4 meg video card initially to test the
game, I found the graphics were very good. The framerates were
exceptional and I never once found a bit of lag on the screen.
However, when I switched to the Monster 3DII 12meg in the game,
wow! Suddenly all of the effects were enabled and the game
flew. The only possible place the game loses points would be the
trees. In rallies like Australia and New Zealand, there were lots of
trees by the roadside. This is obviously very realistic and true to
the WRC courses, but unfortunately, the trees in CMR were sprite
based. In otherwords, they were 2D. This didn't mix well with the
wonderful 3D look the rest of the game posesses. It was a stark
contrast, and brought the graphics margin down a notch because
of how distracting I found it. One must remember, though, that to
make the amount of sprite based trees in the game polygonal
would require some VERY hefty hardware, and would probably
nearly double the system requirements. Also, this game IS a port
from the Sony PlayStation, even though the two versions were
developed in conjunction. They had to design for the PSX, which
can't quite do as many onscreen polygons as a modern
Voodoo/Voodoo2/other 3D acclerator can achieve, and many of
the PSX games are mostly sprite based anyways. Putting aside
this one trip up, the vehicles, roads, fences, people, billboards,
and just roadside distractions in general were all exceptionally
well rendered. The game has all of the regular special effects
such as lens flares, dust/dirt/gravel/mud/snow/etc all fly up when
you drive through them, and also stick to the car in the appropriate
places. I thought this was actually very nicely done aswell; the
damage and dirt portion of the game. A perfect example of what I
mean is this. If you are making a square lefthand turn, and catch
your front right wheel in a ditch as you go around, then that wheel
will become covered in mud, and so will the car. This may sound
nice, but what really puts the icing on the cake is the fact that the
mud that flies up, DOES actually stick to the car! They seem to
have modeled ground precip.!! The cars are very active, windows
will break, body panels will bend, the lights will get smashed; its
all here!
Control in CMR is brilliant. The cars all behave differently,
however subtle the differences may be to some people. They
have different turning rates, and accelerations and behaviors in
the different terrains. There are, incidentally, numerous terrains
including dusty gravel, gravel, tarmac, snow, deep snow, mud, wet
road and more. There were also lots of different weather
conditions to drive in such as fog, rain, and snow, as well as pitch
black night driving. That was one nice addition too, because your
car got special rally lights for the night levels. The light sourcing
was very well done, and true to the head lights. The car's physics
were very well done as well, and jumps, bumps, turns, rolls, and
even driving on two wheels was modeled! This made for some
exceptionally fun driving.
One thing you must realize about World Rally Racing is this; you
do not race directly against another car or cars. You race against
their times. In real WRC Racing, the cars go so fast and skid and
swerve so much, it would be suicide to try to fit two of these cars
on the same patch of track. CMR is just like this, you race the
other cars' times, not the cars themselves. However, in
multiplayer, you do race your opponent(s) directly. The other guy's
car shows up as a sort of transparent ghost car, which you can
drive through. This was brilliantly thought out because it allows
you to keep track of where your friend is in relation to you, and
saves time, and also allows you to concentrate on driving skill, and
not 'running your friend off the road' skill. Single player had many
different difficulty levels, and each was a great challenge. Even
though in single player you do race the other cars' times, you do
get some special stages which resemble half drag race, half rally.
These were great fun because if you win the race, you win a
bonus car such as the Ford R200.
Sound in CMR is exceptional. Everything in the real racing series
is here, including incockpit voices, the voice of your co-driver,
navigator, sounds of the garage, and most importantly the rumbly,
throaty sound of your 300BHp turbocharged engine. The engine
sounds, in fact, were very fun to concentrate on, and you can drive
by the pitch of your engine, rather then the actual speed of your
car. This was a great aid.
Overall, this game is exceptionally well thought out. It is not really
for beginners to the racing sim genre, because you have to have a
slight understanding of car physics. These cars don't behave like
the ones in games such as Need For Speed 1,2,3, or Screamer or
Motorhead. They are probably closest to Screamer Rally, but even
that is stretching it. The graphics are excellent, and there are
numerous chipsets supported. If you ever dreamed of driving a
WRC car, or enjoyed games such as International Rally
Championship, or Screamer Rally, then get this game! Colin
McRae Rally is THE definitive World Rally Cup simulation, nothing
else comes close!
Graphics: 22/25
Gameplay: 23/25
Sound: 17/20
Fun Factor: 14/15
Multiplayer: 4/5
Overall: 9/10
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Rating
89%
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By: Pseudo Nim
Rally isn't racing. Rally is a way of life. And we, here in America,
are completely deprived of it. All we see is Monday Night Football,
occasional NASCAR and IndyCar and, as a blessed gift from the
skies, Formula 1 every few weeks. Oh yeah, and golf. We're
completely deprived of all other motorsports (satellite owners,
keep quiet - I'm talking masses here). And yet rally is by far one of
the most intriguing motorsports - and, quite surprisingly, one of the
rarest to be imitated on PC. How many F1 games can you count,
off-hand? I can probably think of six - eight, most by different
companies, of varying degrees of realism, graphics quality, and
fun. Rally? Not many. IRC [International Rally Challenge], Network
Q Rally, Screamer Rally, Rally Championships (hey! No laughing, it
WAS a rally game), and now, Colin McRae Raly. (Please correct
me if I missed any).
Rally Championships notwithstanding, this is by far the most
realistic rally sim I have ever played. Most enjoyable, too - it
combines the Screamer Rally eyecandy with the realism of IRC.
But less drooling, more to the point. There are two modes of play
in CMR - Novice and Intermediate (there's Expert, as well, but the
most important differences are drawn between Novice and
Intermediate). As a Novice, you're limited to front-wheel drive cars,
which are a slight bit easier to control, have a smaller wheelbase,
and a lower bhp rating. At Intermediate, your opposition becomes
more sophisticated, provides more of a challenge, and the real
class of cars is unlocked: the four-wheel drive ones. Among your
choices, the Subaru Impreza, the Ford Escort, theMitsubishi
Lancer, and the Toyota Corolla in the 4WD class, and the Renault
Maxi Megane, Seat Ibiza, VW Golf GTI and Skoda Felicia in the
FWD class. One of the most notable things about the game is that
picking a car does more than change the paint on a pre-defined
model; it actually behaves differently on the road. Most people will
probably not notice the subtle variations in cornering, handling,
acceleration abilities - but anyone who actually cares to compare,
will.
But you don't race about the same track, either. There are six
exquisitely-detailed stages per each track, as well as eight just as
exquisitely-detailed tracks themselves. You get to eat dust in New
Zealand, bite asphalt in Greece, dig the snow in Monte-Carlo,
chase the kangaroos in Australia, surf the road in Sweden, impress
the Dons in Corsica, protest against exploitation in Indonesia and
impress Her Majesty in the UK. Cheesy way of putting it, but there
you have it. You also have different road conditions, including
mud, gravel, wet mud, wet gravel, snow, tarmac, and more - all
requiring different approaches and different car setups. Tracks
differ in difficulty, and obstacles differ, too - here you have a stone
right after a crest and during a square right turn; here you have a
ditch, a bank and a tight hairpin; here you got a 'four, right,
narrows into five, right, narrows into tight hairpin through narrow
gate: caution, ditch'. That's about as you hear your navigator talk
to you - and the voice sounds really good, even though it's pretty
obvious it pieces together different words depending on the
situation. One of my complaints is that sometimes his directions
flow at you faster than you can drive, i.e. he'll warn you of the path
four turns ahead, but you'll end up missing that he said 'tight
hairpin right, through narrow gate'. At other times whatever he
says would be a little bit too soon, like 'one, right into hairpin,
right' - but the 'one, right' comes out to be a 'long one, right, over
crest' - but you don't know that, so you wham your handbrake at
the crest, only to find out you've been shafted and just lost 10
seconds.
Which brings me to a yet another digression. In rally, the idea is
that you race against the stopwatch, rather than a live opponent,
one of the primary reasons being that sometimes the track is a bit
too narrow for one car, let alone for two. Of course, there is
usually more than one car per track (otherwise each event would
take years, considering how many cars compete) - but they're
spread apart so that they have no chance of catching up to one
another. So when you lose a place, or gain a place, you don't
have to wonder, "Whom did I just pass?" - you know it. Or maybe
you don't. Point is, there are never any other cars on the same
track as you, except the special stages - but you're separated in
such a way as to never encounter one another.
But if you were looking for some hard-on bulldozer action, don't
quite despair yet. You can still make mincemeat out of your car,
bodywork included. Unfortunately, the amount of damage you can
inflict to your bodywork is somewhat limited (check out my
endeavours in the screenshots), but your mechanics are a lot more
vulnerable. Don't be surprised if you roll the car a few times and
start losing gears, the car starts to pull to one side, brakes no
longer work well, lights are out, and so forth. Incidentally, the 'pull
to one side' seems to be always limited to right - I have never yet
had my car pull to the left, and I'm not sure if there's a particular
mechanical reason, or a glitch in the game, or laziness on the part
of the developers. I tried hard, but it would always pull to the right
- never left.
When a stage is completed, you get to fix all the damage you've
done. Fine print: that usually happens after two stages, and you
only have 60 minutes to repair your damage - and depending on
what kind of driver you are, you might need 58 just to repair the
gears. What does that mean? That means you'll have an
underachieving car in the next race. You might have enough time
to only repair your handling, but end up with gears only up to 3; or
repair the gears, but have a damaged engine; and so forth. You
can also tweak your car - adjust the suspension, tyre type, brake
balance, steering sensitivity, suspension type. Problem is, you
would probably do it at the beginning of the race and never touch
it again - chances are you won't have much time to change them
later, as it'll be spent on repairing incurred damage.
Once you're in a race, you get to admire the beautiful job the
designers did in the graphics department. There are slight glitches
once in a while, but overall, it looks impressive. As Umax
mentioned it, one of the coolest effects is dirt, snow, etc. sticking to
your car - so by the time you end the race your car looks like a
Camel Trophy Land Rover. Lots of other neat effects are present,
like dust clouds, snow clouds, rain, drizzle, snow (but no meteor
showers). The headlights are neat, too - unlike in IRC, where the
engine couldn't allow more than one light source per scene, the
headlights are light sources in CMR, thereby actually becoming
useful to the driving. Other effects include bodywork bending
(though there isn't enough for my taste), taillights breaking,
windows shattering (though you'll never see a window break out
completely - it just cracks). And, as you might have come to expect
these days, lens flares are also there. But the cool things don't end
there. If you switch to the in-cabin view, you see the hands on the
steering wheel, which are assumably yours (that's not the cool
part, though) - when you use the handbrake, or switch gears, the
right hand actually gets taken off the wheel! That's pretty
impressive. It's one of those other things from the 'This is so
normal, and yet I haven't ever seen it any other games.' That's
unfortunately so, considering many games, ahem, don't even give
you a dashboard.
The acoustics in the game are perfectly timed with the gameplay.
The car engine sound differs whether it's on a straightaway, or
under stress climbing a hill, or under stress when the driver rides
the car straight into a ditch. The car handles differently in a ditch,
too - once a wheel is in a ditch, law of magnetism pulls all the
other wheels in, riding for a fun experience of climbing back out
and losing a good deal of time. Breaking sounds are readily
available for the eager apprentice, too - metal hitting wood, metal
hitting concrete, windshield breaking, roof hitting ground, repeat
in fast succession when the car rolls, sound of dead silence as a
black screen descends on you to show you that you shouldn't do
that. Then your car gets deposited on the road again, in somewhat
less showroomy condition, available to try the fascinating
experience all over again.
The realism of the game is astounding. Wait, I already mentioned
that. The car physics are impeccable, with powerslides, loss of
acceleration due to steep hills, loss of traction due to driving on
grass (and not loss of speed in geometric progression, like in
Psygnosis' Formula 1!). One thing I didn't find too exciting were the
car rolls: they were nowhere nearly as bad as in the Need for
Speed series, where every roll forces you to end up upside down,
but I still think a few times the car should've ended on its wheels,
while it ended up on the side or on the roof. To counteract that,
though, this is the only game I know where you could drive on two
wheels - not for the whole track, but for a few meters, anyway. And
it's not a glitch, a bug, a backfired feature or a defect of the engine
- it's meant to be, and if you're skillfull enough, you can keep the
car on two wheels for a lot longer than a few meters. Impressive.
Overall, CMR is a great attempt to bring the exciting world of rally
to the PC. A successful attempt, I might say. Incidentally, for those
of you who don't remember, Codemasters is the company who
brought us Micro Machines way back when, which was probably
the funnest game of the time. It was just neat. And though I didn't
think they could pull off such a realistic game as CMR, I was
proved wrong - and I'm glad. Although this game requires some
skill (unlike so many of today's games), it's well worth it. Unlocking
the tracks is a bit of an annoying thing, but once you win the
championship, you'll be set. (Not as easy as it sounds; results may
vary.) A definite winner in its category (too bad there isn't much
competition there, though.)
Graphics: 23/25
Gameplay: 24/25
Sound: 17/20
Fun Factor: 15/15
Multiplayer: 4/5
Overall: 9/10
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Rating
92%
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