Not quite enough variety twinned
with not quite enough freedom leaves
DIRT as merely a snack between
Gothams and Forzas. But then we all
eat badly, once in a while…
SCORE
10/JAN/08
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COLIN MCRAE: DiRT COMMENTARY VIDEO
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With almost comically jarring
race-intro phrases like the
above gem delivered by
your co-driver, new (ugh) franchises
are born. As the 41-year-old titular
Scot’s distinguished career finally
draws to a close, Codemasters must
begin its search for a new lynchpin to
replace the soon-departing; a task that
stretches far further than draping the
star-spangled banner over everything
and putting some cheeky innuendo in
its title.
Luckily, Codemasters is as aware
of this as the rest of us and, in the
absence of some up-and-coming
wunderkind to photograph, we’re
instead offered a fresh philosophy, one
that puts DIRT in closer competition
with production car racers where
keeping the car the right way up is
victory enough: variety. Although it’s
technically possible to enter complete
rallies spanning a handful of countries,
the new main event is a heavily
simplified pyramid of championships,
each frequently limited to a single
race, short enough to savour the
strawberry fondant of big-rig rallying
without having to suffer too much
pain when the coffee cream that is
buggy racing comes along. Or, indeed,
engage in too much vehicle repair at
all, if you’re not the sort to fiddle over
individual nuts and bolts.
So, what kind of pick-and-mix
does your money buy, exactly? Well,
alongside the rallying bread and butter
(that’s front, rear and four-wheel
drive vehicles to us mere mortals)
there’s a handful of the slightly
bizarre. Most sane among that list is a
range of light and heavy trucks most
commonly associated with the Dakar
Rally (formerly the Paris Dakar Rally),
raced across the American wilderness.
Next on the scale of stupidity come
buggies, armed against their tight,
undulating courses with a practically
non-existent turning circle and the
ability to jump from what feels like
a standing start (and land vertically).
Then come classics from the sport’s
history, whose charm makes up for
their distinct lack of horsepower
(well, until the mud starts to spread
a little ugliness around, that is). Most
wonderfully insane of all, however,
come modified big rigs, lacking their
loads (sadly) but packing incredible
power for a frantic mountain ascent
or two. All in all, it’s pretty easy
to see where the comparison with
Codemasters’ last TOCA Race Driver
comes in, though on a smaller, 46-
vehicle scale. Like the 2006 Xbox
outing though, DIRT’s structure tends
to throw up some disappointing
questions to temper the many outand-
out thrills. After completing
any career mode event, the vehicles
and tracks contained within (and,
indeed, the mini-championship as a
complete entity) become unlocked,
allowing the chance to revisit familiar
surrounds at your leisure, to challenge
either the clock or a few friends.
Here, the promised variety becomes
a false smorgasbord topped with
many hard cheeses, denying players
the opportunity to try out some of
the stranger bedfellows. Why, for
instance, are we only allowed to take
our haulage trucks out for a spin on
Hill Climb tracks? Wouldn’t forcing
them to obey the unforgiving chicanes
of Rally Cross circuits result in any
number of thrills and spills? This and
many other impractical yet potentially
very entertaining possibilities remain
unexplored, something a game so
clearly trying to distance itself from
cold simulation can scarcely afford to
ignore. Of course, carefully stipulating
which vehicles can be used where
in this fashion has a knock-on effect
on how much fun can be had on the
multiplayer stage.
It’s a good job, then, that directing
your lump of metal and carbon fibre
between the trees is such a satisfying
pursuit, and wonderfully distinct with
it. A case could be made that the
range of dedicated modern vehicles
make the track surface seem a little
too fixed; however, the opportunity for
punishment to be levied on a cornerby-
corner basis (rather than a single
mistake costing you track position
for the next half a dozen turns) is a
welcome one. Moving between weight
divisions provides ample chance for
you to show off some versatility too,
with separate vehicle classes sporting
wildly different handling characteristics.
Venture but an inch from the ground
while turning in any of the buggy
classes and you’d better hope the
medical professionals on call are well
trained. Even the pedestrian pace
of big-rig rallying is kept genuinely
interesting, as 70 miles per hour
becomes 120 in the blink of an eye
(for all the effect your momentum
has on handling), and adverse camber
becomes only an indistinguishable
yelp of pain. Followed by a crash,
naturally. Taking one of the desertmodified
trucks over a hump in the
road, especially when surrounded by
traffic, too, is a feeling that can only be
adequately described by an unpleasant
smell. In short, though, there are
question marks over realism and DIRT’s
handling couldn’t better test your
ability to adapt.
Something similar might be said
of the varied in-game navigation
systems, unfortunately, which seem
to have been a victim of rather poor
planning. During regular rally events,
the standard mechanic of co-driver
voice commands is used, backed up
by a map at the screen’s top centre,
detailing the road’s movements up
ahead. Most of the time, relying upon
your partner’s spoken advice will see
you through the twistier sectors, but
for some reason he suffers from a fit
of idiocy at speed, giving his directions
just that split-second too late to do
anything but slam your brakes on,
come to a complete stop, then actually
look where you were in fact meant to
be travelling. That isn’t what rallying’s
about, man. Sceptical sorts might
argue that the map should instead be
used, but generally speaking there’s
already quite enough occupying your
mind during intense play without
having to look in completely the wrong
direction every few seconds. Besides,
rather essential knowledge, such as
the position of chicanes, boulders and
jutting tunnel entrances, doesn’t even
appear. Quite frankly, hearing “caution,
left entry CRASH” once is enough!
Moving on, Hill Climb and most
conventional race modes don’t feature
a co-driver. On the former mode this
is a truly bizarre decision, on the latter,
Codemasters may have been forced
into it; whatever the cause, it makes
having to actually drive the courses a
rather stop/start affair.
Graphically, DIRT is awash with fancy
filters and flashy special effects, which
combine to make the result look
greater than the sum of its parts.
Assuming control from behind the
wheel, you’ll see your wing mirrors
assume a gradual porthole appearance
based upon how far you’ve travelled,
an effect achieved by simply increasing
the intensity of a template image,
rather than particles being thrown
around. On more soluble circuits, your
car’s panelling will become plastered
in relatively convincing fashion, though
Sega’s trump card of ruts left in the
turf remains unparalleled. In fact, we’re
struggling to recall any occasion a preexisting
rut in the turf caused us any
navigational problems, which probably
says more about how Codemasters is
aiming at casual racing fans rather than
skilled rally enthusiasts more effectively
than any of our metaphors could.
Like World Records in athletics,
the advancements made in driving
simulations these days often prove
small, but absolutely crucial. Despite
its faults, DIRT is still capable of
pushing the bar for those to come
still higher in certain areas. Such a
breakthrough moment comes the
first time you career off course, or
cut just too much of a corner, when
videogame convention will cause
you to relax once you don’t see a
rather hefty tree in your path, but
a mere tuft of greenery. Moments
later, though the pesky plant life in
question has still cracked and fallen
to the ground, your car now faces the
direction you came from following a
violent 180-degree turn. This is quite
possibly the meanest shrubbery in the
history of gaming (apart from Piranha
Plants, of course), and an addition
we’d be genuinely unhappy not to
see elsewhere, from now on. Plus
points have also been awarded for
being one of the only gamers where
you can enter your unaltered, full
name to follow you throughout your
career without being presented with
opponents called simply ‘Menacer’ or
‘The King’, or something. On the other
hand, your unseen menu announcer
does introduce the vehicle showroom
by saying “man, I love the garage”. We
reckon that’s probably a 50/50, then.
Though you’ll continue playing for
that age-old driving drug – collecting
shiny new vehicles – DIRT’s relatively
short length and notable omissions will
hit home eventually (careering through
the ice forests of Finland or Sweden
seems a non-vital rally experience, for
example). We’re certain that we’d have
enjoyed DIRT far less had it not come
at the end of the worst videogame
racing drought since 1863, because as
much as it may like to distinguish itself,
unfortunately a distinct step towards
the casual has been taken here. The
technical, stat-obsessed real-world
sport is hardly in evidence, leaving rally
fans almost without a game to cling
to and everyone else with far more
superior alternatives.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson